Posted by Anonymous on Wed 1st Jul 21:02
download
- ##############################################################
- # SceneUpdate #
- ###############################################################
- class Scene_SKS
- def main()
- @kreis = Kreis.new(false, 0, false, 3.141592654, 2.0, 120, 80, 0, 0, 0, false, 0.0, 0.0, 0, 0, 0, false, false, false, false, false)
- Graphics.frame_count = 0
- #einmalige Erstellungen
- if $player_exists != true then
- create_arrays()
- create_items()
- def_objects()
- end
- if $viewports_exists != true then
- create_viewports()
- end
- bildmittelpunkt()
- player_graphics_load()
- #wird vor jedem Kampf neu erstellt
- def_enemy_objects()
- enemy_graphics_load()
- hud_load()
- speedbar_load()
- detect_player_speeds()
- fill_arrays()
- loop do
- Graphics.update
- Input.update
- update()
- if $scene != self then
- sks_graphics_dispose()
- break
- end
- end
- end
- end
- def update()
- sks_graphics_update()
- graphics_color_update()
- if @kreis.auswahl_aktiv == true then
- enemy_chose_control()
- end
- if @kreis.controlable == true then
- ringmenü_control()
- elsif @kreis.itemmenü_aktiv == true then
- itemmenü_control()
- end
- if @hud_speedbar.available == true then
- move_speedbar_sprites()
- end
- end
- def create_viewports
- @viewport_fog = Viewport.new(0, 0, 640, 480)
- @viewport_background = Viewport.new(0, 0, 640, 480)
- @viewport_hud = Viewport.new(0, 0, 640, 480)
- @viewport_chars = Viewport.new(0, 0, 640, 480)
- @viewport_chars_menü = Viewport.new(0, 0, 640, 480)
- @viewport_ring = Viewport.new(0, 0, 640, 480)
- @viewport_fog.z = 500
- @viewport_background.z = 0
- @viewport_hud.z = 1000
- @viewport_chars.z = 100
- @viewport_chars_menü.z = 150
- @viewport_background.tone = $game_screen.tone
- @viewport_background.ox = $game_screen.shake
- @viewport_chars.tone = $game_screen.tone
- @viewport_chars.ox = $game_screen.shake
- $viewports_exists = true
- end
- def enemy_graphics_load()
- $zufall_enemy_ani_1 = rand(2)
- $zufall_enemy_ani_1 += 7
- $zufall_enemy_ani_2 = rand(2)
- $zufall_enemy_ani_2 += 7
- $zufall_enemy_ani_3 = rand(2)
- $zufall_enemy_ani_3 += 7
- $zufall_enemy_ani_4 = rand(2)
- $zufall_enemy_ani_4 += 7
- if @enemy_1.available == true then
- @sprite_enemy_1 = Sprite_SKS.new(@viewport_chars, @enemy_1.x_fix, @enemy_1.y_fix)
- @sprite_enemy_1.bitmap = RPG::Cache.picture(@enemy_1.dateiname)
- @sprite_enemy_1.src_rect = Rect.new(0, 0, @enemy_1.rect_width, @enemy_1.rect_height)
- @sprite_enemy_1.x = @enemy_1.x_fix
- @sprite_enemy_1.y = @enemy_1.y_fix
- end
- if @enemy_2.available == true then
- @sprite_enemy_2 = Sprite_SKS.new(@viewport_chars, @enemy_2.x_fix, @enemy_2.y_fix)
- @sprite_enemy_2.bitmap = RPG::Cache.picture(@enemy_2.dateiname)
- @sprite_enemy_2.src_rect = Rect.new(0, 0, @enemy_2.rect_width, @enemy_2.rect_height)
- @sprite_enemy_2.x = @enemy_2.x_fix
- @sprite_enemy_2.y = @enemy_2.y_fix
- end
- if @enemy_3.available == true then
- @sprite_enemy_3 = Sprite_SKS.new(@viewport_chars, @enemy_3.x_fix, @enemy_3.y_fix)
- @sprite_enemy_3.bitmap = RPG::Cache.picture(@enemy_3.dateiname)
- @sprite_enemy_3.src_rect = Rect.new(0, 0, @enemy_3.rect_width, @enemy_3.rect_height)
- @sprite_enemy_3.x = @enemy_3.x_fix
- @sprite_enemy_3.y = @enemy_3.y_fix
- end
- if @enemy_4.available == true then
- @sprite_enemy_4 = Sprite_SKS.new(@viewport_chars, @enemy_4.x_fix, @enemy_4.y_fix)
- @sprite_enemy_4.bitmap = RPG::Cache.picture(@enemy_4.dateiname)
- @sprite_enemy_4.src_rect = Rect.new(0, 0, @enemy_4.rect_width, @enemy_4.rect_height)
- @sprite_enemy_4.x = @enemy_4.x_fix
- @sprite_enemy_4.y = @enemy_4.y_fix
- end
- end
- def player_graphics_load()
- # Seath //////////////////////////////////
- @plane_background = Plane.new(@viewport_background)
- @plane_fog_1 = Plane.new(@viewport_fog)
- @plane_fog_2 = Plane.new(@viewport_fog)
- load_background()
- if @seath.available == true then
- @sprite_seath = Sprite_SKS.new(@viewport_chars, 520, 240)
- if @seath.hp_max.to_f / @seath.hp <= 1.66 then
- @seath.fitness = 0
- #@seath.dateiname = "KS_Seath_Stehanimation_normal_1"
- #@sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- else
- @seath.fitness = 1
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_1"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- @sprite_seath.ox = 135
- @sprite_seath.oy = 135
- @sprite_seath.x = @sprite_seath.x_fix
- @sprite_seath.y = @sprite_seath.y_fix
- @seath.timer = 0
- @seath.weite = 0
- @seath.switch = true
- end
- # Sophie //////////////////////////////////
- if @sophie.available == true then
- @sprite_sophie = Sprite_SKS.new(@viewport_chars, 590, 210)
- if @sophie.hp_max.to_f / @sophie.hp <= 1.66 then
- @sophie.fitness = 0
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- else
- @sophie.fitness = 1
- @sophie.dateiname = "KS_Sophie_Stehanimation_erschoepft_1"
- #@sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- @sprite_sophie.ox = 135
- @sprite_sophie.oy = 135
- @sprite_sophie.x = @sprite_sophie.x_fix
- @sprite_sophie.y = @sprite_sophie.y_fix
- @sophie.timer = 0
- @sophie.weite = 0
- @sophie.switch = true
- end
- # Vincent //////////////////////////////////
- if @vincent.available == true then
- @sprite_vincent = Sprite_SKS.new(@viewport_chars, 590, 380)
- if @vincent.hp_max.to_f / @vincent.hp <= 1.66 then
- @sophie.fitness = 0
- @vincent.dateiname = "KS_Vincent_Stehanimation_normal_1"
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- else
- @vincent.fitness = 1
- @Vincent.dateiname = "KS_Vincent_Stehanimation_erschoepft_1"
- #@sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- end
- @sprite_vincent.ox = 135
- @sprite_vincent.oy = 135
- @sprite_vincent.x = @sprite_vincent.x_fix
- @sprite_vincent.y = @sprite_vincent.y_fix
- @vincent.timer = 0
- @vincent.weite = 0
- @vincent.switch = true
- end
- # Vincent //////////////////////////////////
- if @susanne.available == true then
- @sprite_susanne = Sprite_SKS.new(@viewport_chars, 520, 320)
- if @susanne.hp_max.to_f / @susanne.hp <= 1.66 then
- @susanne.fitness = 0
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_1"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- else
- @susanne.fitness = 1
- @susanne.dateiname = "KS_Susanne_Stehanimation_erschoepft_1"
- #@sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- end
- @sprite_susanne.ox = 135
- @sprite_susanne.oy = 135
- @sprite_susanne.x = @sprite_susanne.x_fix
- @sprite_susanne.y = @sprite_susanne.y_fix
- @susanne.timer = 0
- @susanne.weite = 0
- @susanne.switch = true
- end
- end
- def load_background
- @plane_background.bitmap = RPG::Cache.picture("KS_Hintergrund_Wald")
- @plane_background.ox += 256
- @plane_background.oy += 192
- @plane_fog_1.bitmap = RPG::Cache.fog("Schmutz_02", 0)
- @plane_fog_1.opacity = 90
- @plane_fog_2.bitmap = RPG::Cache.fog("Nebel_Schatten_Blau", 0)
- @plane_fog_2.opacity = 80
- end
- def graphics_color_update()
- if $map == "Utopia_Festung_1" then
- red = 20
- green = 10
- blue = 20
- grey = 10
- end
- @plane_background.tone = Tone.new(red,green,blue,grey)
- if @seath.available == true then
- @sprite_seath.tone = Tone.new(red,green,blue,grey)
- end
- if @sophie.available == true then
- @sprite_sophie.tone = Tone.new(red,green,blue,grey)
- end
- if @vincent.available == true then
- @sprite_vincent.tone = Tone.new(red,green,blue,grey)
- end
- if @susanne.available == true then
- @sprite_susanne.tone = Tone.new(red,green,blue,grey)
- end
- if @enemy_1.available == true then
- @sprite_enemy_1.tone = Tone.new(red,green,blue,grey)
- end
- if @enemy_2.available == true then
- @sprite_enemy_2.tone = Tone.new(red,green,blue,grey)
- end
- if @enemy_3.available == true then
- @sprite_enemy_3.tone = Tone.new(red,green,blue,grey)
- end
- if @enemy_4.available == true then
- @sprite_enemy_4.tone = Tone.new(red,green,blue,grey)
- end
- end
- def bildmittelpunkt()
- $BILDMITTELPUNKT_X = 320
- $BILDMITTELPUNKT_Y = 240
- $now_x = $BILDMITTELPUNKT_X
- $now_y = $BILDMITTELPUNKT_Y
- end
- def reanimate()
- sks_graphics_update()
- Input.update
- end
- def create_arrays()
- $ringmenü_buttonlist_sprite = []
- $ringmenü_buttonlist = []
- $playerlist = []
- $sprite_playerlist = []
- $enemylist = []
- $sprite_enemylist = []
- $itemlist = []
- $ring_itemlist = []
- $sprite_ring_itemlist = []
- $schriften_ring_itemlist = []
- $schriften_ring_info_itemlist = []
- end
- def fill_arrays
- if @seath.available == true then
- $playerlist.push(@seath)
- $sprite_playerlist.push(@sprite_seath)
- end
- if @sophie.available == true then
- $playerlist.push(@sophie)
- $sprite_playerlist.push(@sprite_sophie)
- end
- if @vincent.available == true then
- $playerlist.push(@vincent)
- $sprite_playerlist.push(@sprite_vincent)
- end
- if @susanne.available == true then
- $playerlist.push(@susanne)
- $sprite_playerlist.push(@sprite_susanne)
- end
- if @enemy_1.available == true then
- $enemylist.push(@enemy_1)
- $sprite_enemylist.push(@sprite_enemy_1)
- end
- if @enemy_2.available == true then
- $enemylist.push(@enemy_2)
- $sprite_enemylist.push(@sprite_enemy_2)
- end
- if @enemy_3.available == true then
- $enemylist.push(@enemy_3)
- $sprite_enemylist.push(@sprite_enemy_3)
- end
- if @enemy_4.available == true then
- $enemylist.push(@enemy_4)
- $sprite_enemylist.push(@sprite_enemy_4)
- end
- end
- def delete_arrays
- size = $playerlist.size
- while $playerlist.size > 0 or size == 0
- $playerlist.delete_at(size)
- $sprite_playerlist.delete_at(size)
- size -= 1
- end
- size = $enemylist.size
- while $enemylist.size > 0 or size == 0
- $enemylist.delete_at(size)
- $sprite_enemylist.delete_at(size)
- size -= 1
- end
- end
- class Sprite_SKS < Sprite
- attr_accessor(:x_fix)
- attr_accessor(:y_fix)
- def initialize(viewport, x_fix, y_fix)
- super(viewport)
- @x_fix = x_fix
- @y_fix = y_fix
- end
- end
- class Sprite_SKS_Speedbar < Sprite
- attr_accessor(:position)
- attr_accessor(:speed)
- def initialize(viewport, pos, speed)
- super(viewport)
- @position = pos
- @speed = speed
- end
- end
- # Alle Grafiken dauerhaft in jeder Situation aktualisieren
- def fadenkreuz_move()
- enemy_sprite = $sprite_enemylist[@kreis.auswahlweite]
- @sprite_fadenkreuz.blend_type = 1
- @sprite_fadenkreuz.x = enemy_sprite.x + enemy_sprite.src_rect.width / 2
- @sprite_fadenkreuz.y = enemy_sprite.y + enemy_sprite.src_rect.height / 2
- @sprite_fadenkreuz.ox = @sprite_fadenkreuz.bitmap.width / 2
- @sprite_fadenkreuz.oy = @sprite_fadenkreuz.bitmap.height / 2
- end
- def sks_graphics_update()
- #############################################
- ###### Auswahl ###########
- #############################################
- if @kreis.auswahl_aktiv == true and @camera_move.active == false then
- @sprite_fadenkreuz.angle += 3
- end
- #############################################
- ###### Enemy 1 ###########
- #############################################
- if @enemy_1.available == true and @enemy_1.aktion == 0 and @enemy_1.tot == false then
- if @enemy_1.switch == true then
- @enemy_1.timer = Graphics.frame_count
- @enemy_1.switch = false
- end
- if Graphics.frame_count - @enemy_1.timer == $zufall_enemy_ani_1 then
- if @sprite_enemy_1.src_rect.x != @enemy_1.fullwidth - @enemy_1.rect_width then
- @sprite_enemy_1.src_rect.x += @enemy_1.rect_width
- @enemy_1.switch = true
- else
- @sprite_enemy_1.src_rect.x = 0
- @enemy_1.switch = true
- $zufall_enemy_ani_1 = rand(2)
- $zufall_enemy_ani_1 += 7
- end
- end
- end
- if @enemy_2.available == true and @enemy_2.aktion == 0 and @enemy_2.tot == false then
- if @enemy_2.switch == true then
- @enemy_2.timer = Graphics.frame_count
- @enemy_2.switch = false
- end
- if Graphics.frame_count - @enemy_2.timer == $zufall_enemy_ani_2 then
- if @sprite_enemy_2.src_rect.x != @enemy_2.fullwidth - @enemy_2.rect_width then
- @sprite_enemy_2.src_rect.x += @enemy_2.rect_width
- @enemy_2.switch = true
- else
- @sprite_enemy_2.src_rect.x = 0
- @enemy_2.switch = true
- $zufall_enemy_ani_2 = rand(2)
- $zufall_enemy_ani_2 += 7
- end
- end
- end
- if @enemy_3.available == true and @enemy_3.aktion == 0 and @enemy_3.tot == false then
- if @enemy_3.switch == true then
- @enemy_3.timer = Graphics.frame_count
- @enemy_3.switch = false
- end
- if Graphics.frame_count - @enemy_3.timer == $zufall_enemy_ani_3 then
- if @sprite_enemy_3.src_rect.x != @enemy_3.fullwidth - @enemy_3.rect_width then
- @sprite_enemy_3.src_rect.x += @enemy_3.rect_width
- @enemy_3.switch = true
- else
- @sprite_enemy_3.src_rect.x = 0
- @enemy_3.switch = true
- $zufall_enemy_ani_3 = rand(2)
- $zufall_enemy_ani_3 += 7
- end
- end
- end
- if @enemy_4.available == true and @enemy_4.aktion == 0 and @enemy_4.tot == false then
- if @enemy_4.switch == true then
- @enemy_4.timer = Graphics.frame_count
- @enemy_4.switch = false
- end
- if Graphics.frame_count - @enemy_4.timer == $zufall_enemy_ani_4
- if @sprite_enemy_4.src_rect.x != @enemy_4.fullwidth - @enemy_4.rect_width then
- @sprite_enemy_4.src_rect.x += @enemy_4.rect_width
- @enemy_4.switch = true
- else
- @sprite_enemy_4.src_rect.x = 0
- @enemy_4.switch = true
- $zufall_enemy_ani_4 = rand(2)
- $zufall_enemy_ani_4 += 7
- end
- end
- end
- #############################################
- ###### Seath Stehanimationen ###########
- #############################################
- if @seath.aktion == 0 and @seath.fitness == 1 and @seath.available == true and @seath.tot == false then
- if @seath.weite == 0 then
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_2"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 1
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- elsif @seath.weite == 1
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_3"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 2
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- elsif @seath.weite == 2
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_4"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 3
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- elsif @seath.weite == 3
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_3"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 4
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- elsif @seath.weite == 4
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_2"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 5
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- elsif @seath.weite == 5
- if @seath.switch == true then
- @seath.timer = Graphics.frame_count
- @seath.switch = false
- end
- if Graphics.frame_count - @seath.timer == 8 then
- @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_1"
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- @seath.switch = true
- @seath.weite = 0
- else
- @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
- end
- end
- end
- #############################################
- ###### Sophie Stehanimationen ##########
- #############################################
- if @sophie.aktion == 0 and @sophie.fitness == 0 and @sophie.available == true and @sophie.tot == false then
- if @sophie.weite == 0 then
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 6 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_2"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 1
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 1
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 6 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_1"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 2
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 2
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 3 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_2"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 3
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 3
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 6 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 4
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 4
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 3 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_4"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 5
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 5
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 6 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_5"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 6
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 6
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 6 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_4"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 7
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- elsif @sophie.weite == 7
- if @sophie.switch == true then
- @sophie.timer = Graphics.frame_count
- @sophie.switch = false
- end
- if Graphics.frame_count - @sophie.timer == 3 then
- @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- @sophie.switch = true
- @sophie.weite = 0
- else
- @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
- end
- end
- end
- #############################################
- ###### Vincent Stehanimationen ###########
- #############################################
- if @vincent.aktion == 0 and @vincent.fitness == 0 and @vincent.available == true and @vincent.tot == false then
- if @vincent.weite == 0 then
- if @vincent.switch == true then
- @vincent.timer = Graphics.frame_count
- @vincent.switch = false
- end
- if Graphics.frame_count - @vincent.timer == 8 then
- @vincent.dateiname = "KS_Vincent_Stehanimation_normal_2"
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- @vincent.switch = true
- @vincent.weite = 1
- else
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- end
- elsif @vincent.weite == 1 then
- if @vincent.switch == true then
- @vincent.timer = Graphics.frame_count
- @vincent.switch = false
- end
- if Graphics.frame_count - @vincent.timer == 8 then
- @vincent.dateiname = "KS_Vincent_Stehanimation_normal_3"
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- @vincent.switch = true
- @vincent.weite = 2
- else
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- end
- elsif @vincent.weite == 2 then
- if @vincent.switch == true then
- @vincent.timer = Graphics.frame_count
- @vincent.switch = false
- end
- if Graphics.frame_count - @vincent.timer == 8 then
- @vincent.dateiname = "KS_Vincent_Stehanimation_normal_2"
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- @vincent.switch = true
- @vincent.weite = 3
- else
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- end
- elsif @vincent.weite == 3 then
- if @vincent.switch == true then
- @vincent.timer = Graphics.frame_count
- @vincent.switch = false
- end
- if Graphics.frame_count - @vincent.timer == 8 then
- @vincent.dateiname = "KS_Vincent_Stehanimation_normal_1"
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- @vincent.switch = true
- @vincent.weite = 0
- else
- @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
- end
- end
- end
- #############################################
- ###### Susanne Stehanimationen #########
- #############################################
- if @susanne.aktion == 0 and @susanne.fitness == 0 and @susanne.available == true and @susanne.tot == false then
- if @susanne.weite == 0 then
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 6 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_2"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 1
- end
- elsif @susanne.weite == 1
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 6 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_3"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 2
- end
- elsif @susanne.weite == 2
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 4 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_4"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 3
- end
- elsif @susanne.weite == 3
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 4 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_5"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 4
- end
- elsif @susanne.weite == 4
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 4 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_6"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 5
- end
- elsif @susanne.weite == 5
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 6 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_7"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 6
- end
- elsif @susanne.weite == 6
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 6 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_8"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 7
- end
- elsif @susanne.weite == 7
- if @susanne.switch == true then
- @susanne.timer = Graphics.frame_count
- @susanne.switch = false
- end
- if Graphics.frame_count - @susanne.timer == 4 then
- @susanne.dateiname = "KS_Susanne_Stehanimation_normal_1"
- @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
- @susanne.switch = true
- @susanne.weite = 0
- end
- end
- end
- end
- class Hero
- attr_accessor(:tot)
- attr_accessor(:hp)
- attr_accessor(:hp_max)
- attr_accessor(:fi)
- attr_accessor(:fi_max)
- attr_accessor(:speed)
- attr_accessor(:status)
- attr_accessor(:special)
- attr_accessor(:ap_buff)
- attr_accessor(:acc_buff)
- attr_accessor(:kon_buff)
- attr_accessor(:vit_buff)
- attr_accessor(:agi_buff)
- attr_accessor(:deff_buff)
- attr_accessor(:fitness)
- attr_accessor(:available)
- attr_accessor(:dateiname)
- attr_accessor(:timer)
- attr_accessor(:weite)
- attr_accessor(:switch)
- attr_accessor(:aktion)
- def initialize(tot, hp, hpmax, fi, fimax, speed, status, special, ap_buff, acc_buff,
- kon_buff, vit_buff, agi_buff, deff_buff, fitness, av, dateiname,
- timer, weite, switch, aktion)
- @tot = tot
- @hp = hp
- @hp_max = hpmax
- @fi = fi
- @fi_max = fimax
- @status = status
- @speed = speed
- @special = special
- @ap_buff = ap_buff
- @acc_buff = acc_buff
- @kon_buff = kon_buff
- @vit_buff = vit_buff
- @agi_buff = agi_buff
- @deff_buff = deff_buff
- @fitness = fitness
- @available = av
- @dateiname = dateiname
- @timer = timer
- @weite = weite
- @switch = switch
- @aktion = aktion
- end
- end
- #Einmaliger Aufruf
- def def_objects()
- #Info: "tot, hp, hpmax, fi, fimax, status, special, ap_buff, acc_buff, kon_buff, vit_buff, agi_buff,
- # deff_buff, fitness, available, dateiname, timer, weite, switch, aktion"
- @seath = Hero.new(false, 30, 80, 70, 88, 5, 0, 4, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 ,0 , true, 0)
- @sophie = Hero.new(false, 60, 80, 60, 100, 60, 0, 2, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 ,0 , true, 0)
- @vincent = Hero.new(false, 80, 100, 80, 120, 70, 0, 8, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 , 0 , true, 0)
- @susanne = Hero.new(false ,100, 120, 80, 81, 40, 0, 1, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 , 0 , true, 0)
- $player_exists = true
- end
- class Enemy
- attr_accessor(:name)
- attr_accessor(:id)
- attr_accessor(:tot)
- attr_accessor(:hp)
- attr_accessor(:hp_max)
- attr_accessor(:speed)
- attr_accessor(:status)
- attr_accessor(:ap_buff)
- attr_accessor(:acc_buff)
- attr_accessor(:kon_buff)
- attr_accessor(:vit_buff)
- attr_accessor(:agi_buff)
- attr_accessor(:def_buff)
- attr_accessor(:available)
- attr_accessor(:dateiname)
- attr_accessor(:dateibarname)
- attr_accessor(:timer)
- attr_accessor(:weite)
- attr_accessor(:switch)
- attr_accessor(:aktion)
- attr_accessor(:x_fix)
- attr_accessor(:y_fix)
- attr_accessor(:rect_width)
- attr_accessor(:rect_height)
- attr_accessor(:fullwidth)
- attr_accessor(:dateiname_speedbar)
- def initialize(name, id, tot, hp, hpmax, speed, status, ap_buff, acc_buff, kon_buff, vit_buff,
- agi_buff, deff_buff, av, dateiname, dateibarname, timer, weite,
- switch, aktion, x_fix, y_fix, rect_width, rect_height, fullwidth)
- @name = name
- @id = id
- @tot = tot
- @hp = hp
- @hp_max = hpmax
- @speed = speed
- @status = status
- @ap_buff = ap_buff
- @acc_buff = acc_buff
- @kon_buff = kon_buff
- @vit_buff = vit_buff
- @agi_buff = agi_buff
- @deff_buff = deff_buff
- @available = av
- @dateiname = dateiname
- @timer = timer
- @weite = weite
- @switch = switch
- @aktion = aktion
- @x_fix = x_fix
- @y_fix = y_fix
- @rect_width = rect_width
- @rect_height = rect_height
- @fullwidth = fullwidth
- @dateiname_speedbar = dateibarname
- end
- end
- def def_enemy_objects()
- if $map = "Utopia_Festung_1" then
- @enemy_1 = Enemy.new("Geiler Riesenanus", 1 ,false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 34, 200, 40, 40, 320)
- @enemy_2 = Enemy.new("Tintenball", 2, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 50, 260, 40, 40, 320)
- @enemy_3 = Enemy.new("Tintenball", 3, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 77, 320, 40, 40, 320)
- @enemy_4 = Enemy.new("Tintenball", 4, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 100, 290, 40, 40, 320)
- end
- end
- class HUD
- attr_accessor(:hp)
- attr_accessor(:hp_max)
- attr_accessor(:fi)
- attr_accessor(:fi_max)
- attr_accessor(:hp)
- attr_accessor(:status)
- attr_accessor(:special)
- attr_accessor(:ap_buff)
- attr_accessor(:acc_buff)
- attr_accessor(:kon_buff)
- attr_accessor(:vit_buff)
- attr_accessor(:agi_buff)
- def initialize(hp, hpmax, fi, fimax, status, special, ap, acc, kon, vit, agi)
- @hp = hp
- @hp_max = hpmax
- @fi = fi
- @fi_max = fimax
- @status = status
- @special = special
- @ap_buff = ap
- @acc_buff = acc
- @kon_buff = kon
- @vit_buff = vit
- @agi_buff = agi
- end
- end
- class HUD_Standard
- attr_accessor(:x_pos)
- attr_accessor(:y_pos)
- def initialize(x, y)
- @x_pos = x
- @y_pos = y
- end
- end
- class SKS_Speedbar
- attr_accessor(:maxspeed_name)
- attr_accessor(:available)
- def initialize(maxspeed, available)
- @maxspeed_name = maxspeed
- @available = available
- end
- end
- def hud_load()
- @hud_standard = HUD_Standard.new(-160, 412)
- ###########################
- ##### Seath #####
- ###########################
- if @seath.available == true then
- @hud_seath = HUD.new(@seath.hp, @seath.hp_max, @seath.fi, @seath.fi_max, @seath.status,
- @seath.special, @seath.ap_buff, @seath.acc_buff, @seath.kon_buff,
- @seath.vit_buff, @seath.agi_buff)
- @sprite_seath_template = Sprite.new(@viewport_hud)
- @sprite_seath_face = Sprite.new(@viewport_hud)
- @sprite_seath_status = Sprite.new(@viewport_hud)
- @sprite_seath_lpbalken = Sprite.new(@viewport_hud)
- @sprite_seath_fkbalken = Sprite.new(@viewport_hud)
- @sprite_seath_special_1 = Sprite.new(@viewport_hud)
- @sprite_seath_special_2 = Sprite.new(@viewport_hud)
- @sprite_seath_special_3 = Sprite.new(@viewport_hud)
- @sprite_seath_special_4 = Sprite.new(@viewport_hud)
- @sprite_seath_special_5 = Sprite.new(@viewport_hud)
- @sprite_seath_special_6 = Sprite.new(@viewport_hud)
- @sprite_seath_special_7 = Sprite.new(@viewport_hud)
- @sprite_seath_special_8 = Sprite.new(@viewport_hud)
- @text_seath_lp = Sprite.new(@viewport_hud)
- @text_seath_lp.bitmap = Bitmap.new(110, 30)
- @text_seath_fk = Sprite.new(@viewport_hud)
- @text_seath_fk.bitmap = Bitmap.new(110, 30)
- @sprite_seath_template.bitmap = RPG::Cache.picture("Hud_Template")
- @sprite_seath_face.bitmap = RPG::Cache.picture("Hud_Face_Seath")
- @hud_standard.x_pos += 160
- @sprite_seath_template.x = @hud_standard.x_pos
- @sprite_seath_template.y = @hud_standard.y_pos
- @sprite_seath_face.x = @hud_standard.x_pos + 3
- @sprite_seath_face.y = @hud_standard.y_pos + 16
- end
- ###########################
- ##### Sophie ####
- ###########################
- if @sophie.available == true then
- @hud_sophie = HUD.new(@sophie.hp, @sophie.hp_max, @sophie.fi, @sophie.fi_max, @sophie.status,
- @sophie.special, @sophie.ap_buff, @sophie.acc_buff, @sophie.kon_buff,
- @sophie.vit_buff, @sophie.agi_buff)
- @sprite_sophie_template = Sprite.new(@viewport_hud)
- @sprite_sophie_face = Sprite.new(@viewport_hud)
- @sprite_sophie_status = Sprite.new(@viewport_hud)
- @sprite_sophie_lpbalken = Sprite.new(@viewport_hud)
- @sprite_sophie_fkbalken = Sprite.new(@viewport_hud)
- @sprite_sophie_special_1 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_2 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_3 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_4 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_5 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_6 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_7 = Sprite.new(@viewport_hud)
- @sprite_sophie_special_8 = Sprite.new(@viewport_hud)
- @text_sophie_lp = Sprite.new(@viewport_hud)
- @text_sophie_lp.bitmap = Bitmap.new(110, 30)
- @text_sophie_fk = Sprite.new(@viewport_hud)
- @text_sophie_fk.bitmap = Bitmap.new(110, 30)
- @sprite_sophie_template.bitmap = RPG::Cache.picture("Hud_Template")
- @sprite_sophie_face.bitmap = RPG::Cache.picture("Hud_Face_Sophie")
- @hud_standard.x_pos += 160
- @sprite_sophie_template.x = @hud_standard.x_pos
- @sprite_sophie_template.y = @hud_standard.y_pos
- @sprite_sophie_face.x = @hud_standard.x_pos + 3
- @sprite_sophie_face.y = @hud_standard.y_pos + 16
- end
- ##########################
- ##### Vincent ###
- ##########################
- if @vincent.available == true then
- @hud_vincent = HUD.new(@vincent.hp, @vincent.hp_max, @vincent.fi, @vincent.fi_max, @vincent.status,
- @vincent.special, @vincent.ap_buff, @vincent.acc_buff, @vincent.kon_buff,
- @vincent.vit_buff, @vincent.agi_buff)
- @sprite_vincent_template = Sprite.new(@viewport_hud)
- @sprite_vincent_face = Sprite.new(@viewport_hud)
- @sprite_vincent_status = Sprite.new(@viewport_hud)
- @sprite_vincent_lpbalken = Sprite.new(@viewport_hud)
- @sprite_vincent_fkbalken = Sprite.new(@viewport_hud)
- @sprite_vincent_special_1 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_2 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_3 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_4 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_5 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_6 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_7 = Sprite.new(@viewport_hud)
- @sprite_vincent_special_8 = Sprite.new(@viewport_hud)
- @text_vincent_lp = Sprite.new(@viewport_hud)
- @text_vincent_lp.bitmap = Bitmap.new(110, 30)
- @text_vincent_fk = Sprite.new(@viewport_hud)
- @text_vincent_fk.bitmap = Bitmap.new(110, 30)
- @sprite_vincent_template.bitmap = RPG::Cache.picture("Hud_Template")
- @sprite_vincent_face.bitmap = RPG::Cache.picture("Hud_Face_Vincent")
- @hud_standard.x_pos += 160
- @sprite_vincent_template.x = @hud_standard.x_pos
- @sprite_vincent_template.y = @hud_standard.y_pos
- @sprite_vincent_face.x = @hud_standard.x_pos + 3
- @sprite_vincent_face.y = @hud_standard.y_pos + 16
- end
- ###########################
- ##### Susanne ###
- ###########################
- if @susanne.available == true then
- @hud_susanne = HUD.new(@susanne.hp, @susanne.hp_max, @susanne.fi, @susanne.fi_max, @susanne.status,
- @susanne.special, @susanne.ap_buff, @susanne.acc_buff, @susanne.kon_buff,
- @susanne.vit_buff, @susanne.agi_buff)
- @sprite_susanne_template = Sprite.new(@viewport_hud)
- @sprite_susanne_face = Sprite.new(@viewport_hud)
- @sprite_susanne_status = Sprite.new(@viewport_hud)
- @sprite_susanne_lpbalken = Sprite.new(@viewport_hud)
- @sprite_susanne_fkbalken = Sprite.new(@viewport_hud)
- @sprite_susanne_special_1 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_2 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_3 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_4 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_5 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_6 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_7 = Sprite.new(@viewport_hud)
- @sprite_susanne_special_8 = Sprite.new(@viewport_hud)
- @text_susanne_lp = Sprite.new(@viewport_hud)
- @text_susanne_lp.bitmap = Bitmap.new(110, 30)
- @text_susanne_fk = Sprite.new(@viewport_hud)
- @text_susanne_fk.bitmap = Bitmap.new(110, 30)
- @sprite_susanne_template.bitmap = RPG::Cache.picture("Hud_Template")
- @sprite_susanne_face.bitmap = RPG::Cache.picture("Hud_Face_Susanne")
- @hud_standard.x_pos += 160
- @sprite_susanne_template.x = @hud_standard.x_pos
- @sprite_susanne_template.y = @hud_standard.y_pos
- @sprite_susanne_face.x = @hud_standard.x_pos + 3
- @sprite_susanne_face.y = @hud_standard.y_pos + 16
- end
- @hud_standard.x_pos = -160
- hud_status_update()
- hud_lpbalken_update()
- hud_fkbalken_update()
- hud_hp_update()
- hud_fk_update()
- hud_special_update()
- end
- ###########################
- ##### Status ###
- ###########################
- def hud_status_update()
- if @seath.available == true then
- @hud_standard.x_pos += 160
- if @seath.status == 0 then
- @sprite_seath_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
- elsif @seath.status == 1 then
- #inhalt
- end
- @sprite_seath_status.x = @hud_standard.x_pos + 2
- @sprite_seath_status.y = @hud_standard.y_pos + 5
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- if @sophie.status == 0 then
- @sprite_sophie_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
- elsif @sophie.status == 1 then
- #inhalt
- end
- @sprite_sophie_status.x = @hud_standard.x_pos + 2
- @sprite_sophie_status.y = @hud_standard.y_pos + 5
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- if @vincent.status == 0 then
- @sprite_vincent_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
- elsif @vincent.status == 1 then
- #inhalt
- end
- @sprite_vincent_status.x = @hud_standard.x_pos + 2
- @sprite_vincent_status.y = @hud_standard.y_pos + 5
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- if @susanne.status == 0 then
- @sprite_susanne_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
- elsif @susanne.status == 1 then
- #inhalt
- end
- @sprite_susanne_status.x = @hud_standard.x_pos + 2
- @sprite_susanne_status.y = @hud_standard.y_pos + 5
- end
- @hud_standard.x_pos = -160
- end
- ###########################
- ### LP_Balken ###
- ###########################
- def hud_lpbalken_update()
- if @seath.available == true then
- @hud_standard.x_pos += 160
- @sprite_seath_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
- @sprite_seath_lpbalken.x = @hud_standard.x_pos + 52
- @sprite_seath_lpbalken.y = @hud_standard.y_pos + 29
- @sprite_seath_lpbalken.zoom_x = @seath.hp.to_f / @seath.hp_max
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- @sprite_sophie_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
- @sprite_sophie_lpbalken.x = @hud_standard.x_pos + 52
- @sprite_sophie_lpbalken.y = @hud_standard.y_pos + 29
- @sprite_sophie_lpbalken.zoom_x = @sophie.hp.to_f / @sophie.hp_max
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- @sprite_vincent_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
- @sprite_vincent_lpbalken.x = @hud_standard.x_pos + 52
- @sprite_vincent_lpbalken.y = @hud_standard.y_pos + 29
- @sprite_vincent_lpbalken.zoom_x = @vincent.hp.to_f / @vincent.hp_max
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- @sprite_susanne_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
- @sprite_susanne_lpbalken.x = @hud_standard.x_pos + 52
- @sprite_susanne_lpbalken.y = @hud_standard.y_pos + 29
- @sprite_susanne_lpbalken.zoom_x = @susanne.hp.to_f / @susanne.hp_max
- end
- @hud_standard.x_pos = -160
- end
- ###########################
- ### LP_Balken ###
- ###########################
- def hud_fkbalken_update()
- if @seath.available == true then
- @hud_standard.x_pos += 160
- @sprite_seath_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
- @sprite_seath_fkbalken.x = @hud_standard.x_pos + 52
- @sprite_seath_fkbalken.y = @hud_standard.y_pos + 45
- @sprite_seath_fkbalken.zoom_x = @seath.fi.to_f / @seath.fi_max
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- @sprite_sophie_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
- @sprite_sophie_fkbalken.x = @hud_standard.x_pos + 52
- @sprite_sophie_fkbalken.y = @hud_standard.y_pos + 45
- @sprite_sophie_fkbalken.zoom_x = @sophie.fi.to_f / @sophie.fi_max
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- @sprite_vincent_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
- @sprite_vincent_fkbalken.x = @hud_standard.x_pos + 52
- @sprite_vincent_fkbalken.y = @hud_standard.y_pos + 45
- @sprite_vincent_fkbalken.zoom_x = @vincent.fi.to_f / @vincent.fi_max
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- @sprite_susanne_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
- @sprite_susanne_fkbalken.x = @hud_standard.x_pos + 52
- @sprite_susanne_fkbalken.y = @hud_standard.y_pos + 45
- @sprite_susanne_fkbalken.zoom_x = @susanne.fi.to_f / @susanne.fi_max
- end
- @hud_standard.x_pos = -160
- end
- def hud_hp_update()
- if @seath.available == true then
- @hud_standard.x_pos += 160
- @text_seath_lp.bitmap.font.size = 17
- @text_seath_lp.bitmap.font.bold = true
- @text_seath_lp.bitmap.font.color = Color.new(255,245,245,255)
- @text_seath_lp.x = @hud_standard.x_pos + 62
- @text_seath_lp.y = @hud_standard.y_pos + 8
- @text_seath_lp.bitmap.draw_text(0, 0, 90, 30, "#{@seath.hp} / #{@seath.hp_max}", 2)
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- @text_sophie_lp.bitmap.font.size = 17
- @text_sophie_lp.bitmap.font.bold = true
- @text_sophie_lp.bitmap.font.color = Color.new(255,245,245,255)
- @text_sophie_lp.x = @hud_standard.x_pos + 62
- @text_sophie_lp.y = @hud_standard.y_pos + 8
- @text_sophie_lp.bitmap.draw_text(0, 0, 90, 30, "#{@sophie.hp} / #{@sophie.hp_max}", 2)
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- @text_vincent_lp.bitmap.font.size = 17
- @text_vincent_lp.bitmap.font.bold = true
- @text_vincent_lp.bitmap.font.color = Color.new(255,245,245,255)
- @text_vincent_lp.x = @hud_standard.x_pos + 62
- @text_vincent_lp.y = @hud_standard.y_pos + 8
- @text_vincent_lp.bitmap.draw_text(0, 0, 90, 30, "#{@vincent.hp} / #{@vincent.hp_max}", 2)
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- @text_susanne_lp.bitmap.font.size = 17
- @text_susanne_lp.bitmap.font.bold = true
- @text_susanne_lp.bitmap.font.color = Color.new(255,245,245,255)
- @text_susanne_lp.x = @hud_standard.x_pos + 62
- @text_susanne_lp.y = @hud_standard.y_pos + 8
- @text_susanne_lp.bitmap.draw_text(0, 0, 90, 30, "#{@susanne.hp} / #{@susanne.hp_max}", 2)
- end
- @hud_standard.x_pos = -160
- end
- def hud_fk_update()
- if @seath.available == true then
- @hud_standard.x_pos += 160
- @text_seath_fk.bitmap.font.size = 17
- @text_seath_fk.bitmap.font.bold = true
- @text_seath_fk.bitmap.font.color = Color.new(245,245,255,255)
- @text_seath_fk.x = @hud_standard.x_pos + 62
- @text_seath_fk.y = @hud_standard.y_pos + 24
- @text_seath_fk.bitmap.draw_text(0, 0, 90, 30, "#{@seath.fi} / #{@seath.fi_max}", 2)
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- @text_sophie_fk.bitmap.font.size = 17
- @text_sophie_fk.bitmap.font.bold = true
- @text_sophie_fk.bitmap.font.color = Color.new(245,245,255,255)
- @text_sophie_fk.x = @hud_standard.x_pos + 62
- @text_sophie_fk.y = @hud_standard.y_pos + 24
- @text_sophie_fk.bitmap.draw_text(0, 0, 90, 30, "#{@sophie.fi} / #{@sophie.fi_max}", 2)
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- @text_vincent_fk.bitmap.font.size = 17
- @text_vincent_fk.bitmap.font.bold = true
- @text_vincent_fk.bitmap.font.color = Color.new(245,245,255,255)
- @text_vincent_fk.x = @hud_standard.x_pos + 62
- @text_vincent_fk.y = @hud_standard.y_pos + 24
- @text_vincent_fk.bitmap.draw_text(0, 0, 90, 30, "#{@vincent.fi} / #{@vincent.fi_max}", 2)
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- @text_susanne_fk.bitmap.font.size = 17
- @text_susanne_fk.bitmap.font.bold = true
- @text_susanne_fk.bitmap.font.color = Color.new(245,245,255,255)
- @text_susanne_fk.x = @hud_standard.x_pos + 62
- @text_susanne_fk.y = @hud_standard.y_pos + 24
- @text_susanne_fk.bitmap.draw_text(0, 0, 90, 30, "#{@susanne.fi} / #{@susanne.fi_max}", 2)
- end
- @hud_standard.x_pos = -160
- end
- def hud_special_update()
- entfernung = 13
- if @seath.available == true then
- @hud_standard.x_pos += 160
- i = 0
- while i < @seath.special
- case i
- when 0
- @sprite_seath_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_1.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_1.y = @hud_standard.y_pos + 53
- @sprite_seath_special_1.blend_type = 1
- when 1
- @sprite_seath_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_2.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_2.y = @hud_standard.y_pos + 53
- @sprite_seath_special_2.blend_type = 1
- when 2
- @sprite_seath_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_3.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_3.y = @hud_standard.y_pos + 53
- @sprite_seath_special_3.blend_type = 1
- when 3
- @sprite_seath_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_4.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_4.y = @hud_standard.y_pos + 53
- @sprite_seath_special_4.blend_type = 1
- when 4
- @sprite_seath_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_5.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_5.y = @hud_standard.y_pos + 53
- @sprite_seath_special_5.blend_type = 1
- when 5
- @sprite_seath_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_6.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_6.y = @hud_standard.y_pos + 53
- @sprite_seath_special_6.blend_type = 1
- when 6
- @sprite_seath_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_7.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_7.y = @hud_standard.y_pos + 53
- @sprite_seath_special_7.blend_type = 1
- when 7
- @sprite_seath_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_seath_special_8.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_seath_special_8.y = @hud_standard.y_pos + 53
- @sprite_seath_special_8.blend_type = 1
- end
- i += 1
- end
- end
- if @sophie.available == true then
- @hud_standard.x_pos += 160
- i = 0
- while i < @sophie.special
- case i
- when 0
- @sprite_sophie_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_1.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_1.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_1.blend_type = 1
- when 1
- @sprite_sophie_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_2.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_2.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_2.blend_type = 1
- when 2
- @sprite_sophie_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_3.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_3.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_3.blend_type = 1
- when 3
- @sprite_sophie_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_4.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_4.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_4.blend_type = 1
- when 4
- @sprite_sophie_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_5.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_5.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_5.blend_type = 1
- when 5
- @sprite_sophie_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_6.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_6.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_6.blend_type = 1
- when 6
- @sprite_sophie_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_7.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_7.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_7.blend_type = 1
- when 7
- @sprite_sophie_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_sophie_special_8.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_sophie_special_8.y = @hud_standard.y_pos + 53
- @sprite_sophie_special_8.blend_type = 1
- end
- i += 1
- end
- end
- if @vincent.available == true then
- @hud_standard.x_pos += 160
- i = 0
- while i < @vincent.special
- case i
- when 0
- @sprite_vincent_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_1.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_1.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_1.blend_type = 1
- when 1
- @sprite_vincent_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_2.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_2.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_2.blend_type = 1
- when 2
- @sprite_vincent_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_3.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_3.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_3.blend_type = 1
- when 3
- @sprite_vincent_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_4.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_4.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_4.blend_type = 1
- when 4
- @sprite_vincent_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_5.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_5.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_5.blend_type = 1
- when 5
- @sprite_vincent_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_6.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_6.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_6.blend_type = 1
- when 6
- @sprite_vincent_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_7.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_7.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_7.blend_type = 1
- when 7
- @sprite_vincent_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_vincent_special_8.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_vincent_special_8.y = @hud_standard.y_pos + 53
- @sprite_vincent_special_8.blend_type = 1
- end
- i += 1
- end
- end
- if @susanne.available == true then
- @hud_standard.x_pos += 160
- i = 0
- while i < @susanne.special
- case i
- when 0
- @sprite_susanne_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_1.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_1.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_1.blend_type = 1
- when 1
- @sprite_susanne_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_2.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_2.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_2.blend_type = 1
- when 2
- @sprite_susanne_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_3.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_3.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_3.blend_type = 1
- when 3
- @sprite_susanne_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_4.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_4.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_4.blend_type = 1
- when 4
- @sprite_susanne_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_5.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_5.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_5.blend_type = 1
- when 5
- @sprite_susanne_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_6.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_6.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_6.blend_type = 1
- when 6
- @sprite_susanne_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_7.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_7.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_7.blend_type = 1
- when 7
- @sprite_susanne_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
- @sprite_susanne_special_8.x = entfernung * i + @hud_standard.x_pos + 48
- @sprite_susanne_special_8.y = @hud_standard.y_pos + 53
- @sprite_susanne_special_8.blend_type = 1
- end
- i += 1
- end
- end
- end
- def speedbar_load()
- @hud_speedbar = SKS_Speedbar.new("", true)
- @hud_speedbar_standard = HUD_Standard.new(20, 20)
- @sprite_speedbar_balken = Sprite.new(@viewport_hud)
- @sprite_speedbar_balken.bitmap = RPG::Cache.picture("Hud_Speed_Balken")
- @sprite_speedbar_balken.x = @hud_speedbar_standard.x_pos + 22
- @sprite_speedbar_balken.y = @hud_speedbar_standard.y_pos + 14
- if @seath.available == true then
- @sprite_speedbar_seath = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
- @sprite_speedbar_seath.bitmap = RPG::Cache.picture("Hud_Speed_Seath")
- @sprite_speedbar_seath.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_seath.y = @hud_speedbar_standard.y_pos + 3
- end
- if @sophie.available == true then
- @sprite_speedbar_sophie = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
- @sprite_speedbar_sophie.bitmap = RPG::Cache.picture("Hud_Speed_Sophie")
- @sprite_speedbar_sophie.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_sophie.y = @hud_speedbar_standard.y_pos + 3
- end
- if @vincent.available == true then
- @sprite_speedbar_vincent = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
- @sprite_speedbar_vincent.bitmap = RPG::Cache.picture("Hud_Speed_Vincent")
- @sprite_speedbar_vincent.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_vincent.y = @hud_speedbar_standard.y_pos + 3
- end
- if @susanne.available == true then
- @sprite_speedbar_susanne = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
- @sprite_speedbar_susanne.bitmap = RPG::Cache.picture("Hud_Speed_Susanne")
- @sprite_speedbar_susanne.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_susanne.y = @hud_speedbar_standard.y_pos + 3
- end
- if @enemy_1.available == true then
- @sprite_speedbar_enemy_1 = Sprite_SKS_Speedbar.new(@viewport_hud, 20.0, 0.0)
- @sprite_speedbar_enemy_1.bitmap = RPG::Cache.picture(@enemy_1.dateiname_speedbar)
- @sprite_speedbar_enemy_1.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_enemy_1.y = @hud_speedbar_standard.y_pos + 3
- end
- if @enemy_2.available == true then
- @sprite_speedbar_enemy_2 = Sprite_SKS_Speedbar.new(@viewport_hud, 40.0, 0.0)
- @sprite_speedbar_enemy_2.bitmap = RPG::Cache.picture(@enemy_2.dateiname_speedbar)
- @sprite_speedbar_enemy_2.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_enemy_2.y = @hud_speedbar_standard.y_pos + 3
- end
- if @enemy_3.available == true then
- @sprite_speedbar_enemy_3 = Sprite_SKS_Speedbar.new(@viewport_hud, 60.0, 0.0)
- @sprite_speedbar_enemy_3.bitmap = RPG::Cache.picture(@enemy_3.dateiname_speedbar)
- @sprite_speedbar_enemy_3.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_enemy_3.y = @hud_speedbar_standard.y_pos + 3
- end
- if @enemy_4.available == true then
- @sprite_speedbar_enemy_4 = Sprite_SKS_Speedbar.new(@viewport_hud, 80.0, 0.0)
- @sprite_speedbar_enemy_4.bitmap = RPG::Cache.picture(@enemy_4.dateiname_speedbar)
- @sprite_speedbar_enemy_4.x = @hud_speedbar_standard.x_pos + 12
- @sprite_speedbar_enemy_4.y = @hud_speedbar_standard.y_pos + 3
- end
- @sprite_speedbar_links = Sprite.new(@viewport_hud)
- @sprite_speedbar_rechts = Sprite.new(@viewport_hud)
- @sprite_speedbar_links.bitmap = RPG::Cache.picture("Hud_Speed_Rand_1")
- @sprite_speedbar_links.x = @hud_speedbar_standard.x_pos
- @sprite_speedbar_links.y = @hud_speedbar_standard.y_pos
- @sprite_speedbar_rechts.bitmap = RPG::Cache.picture("Hud_Speed_Rand_2")
- @sprite_speedbar_rechts.x = @hud_speedbar_standard.x_pos + 393
- @sprite_speedbar_rechts.y = @hud_speedbar_standard.y_pos
- end
- # Den nächsten Spieler ermitteln, welcher agieren darf.
- def detect_player_speeds()
- höchster_wert = 0.0
- if @seath.available == true then
- @sprite_speedbar_seath.speed = @seath.speed
- end
- if @sophie.available == true then
- @sprite_speedbar_sophie.speed = @sophie.speed
- end
- if @vincent.available == true then
- @sprite_speedbar_vincent.speed = @vincent.speed
- end
- if @susanne.available == true then
- @sprite_speedbar_susanne.speed = @susanne.speed
- end
- if @enemy_1.available == true then
- @sprite_speedbar_enemy_1.speed = @enemy_1.speed
- end
- if @enemy_2.available == true then
- @sprite_speedbar_enemy_2.speed = @enemy_2.speed
- end
- if @enemy_3.available == true then
- @sprite_speedbar_enemy_3.speed = @enemy_3.speed
- end
- if @enemy_4.available == true then
- @sprite_speedbar_enemy_4.speed = @enemy_4.speed
- end
- if höchster_wert < @seath.speed then
- if @seath.available == true then
- höchster_wert = @seath.speed
- @hud_speedbar.maxspeed_name = "seath"
- end
- end
- if höchster_wert < @sophie.speed then
- if @sophie.available == true then
- höchster_wert = @sophie.speed
- @hud_speedbar.maxspeed_name = "sophie"
- end
- end
- if höchster_wert < @vincent.speed then
- if @vincent.available == true then
- höchster_wert = @vincent.speed
- @hud_speedbar.maxspeed_name = "vincent"
- end
- end
- if höchster_wert < @susanne.speed then
- if @susanne.available == true then
- höchster_wert = @susanne.speed
- @hud_speedbar.maxspeed_name = "susanne"
- end
- end
- if höchster_wert < @enemy_1.speed then
- if @enemy_1.available == true then
- höchster_wert = @enemy_1.speed
- @hud_speedbar.maxspeed_name = "enemy_1"
- end
- end
- if höchster_wert < @enemy_2.speed then
- if @enemy_2.available == true then
- höchster_wert = @enemy_2.speed
- @hud_speedbar.maxspeed_name = "enemy_2"
- end
- end
- if höchster_wert < @enemy_3.speed then
- if @enemy_3.available == true then
- höchster_wert = @enemy_3.speed
- @hud_speedbar.maxspeed_name = "enemy_3"
- end
- end
- if höchster_wert < @enemy_4.speed then
- if @enemy_4.available == true then
- höchster_wert = @enemy_4.speed
- @hud_speedbar.maxspeed_name = "enemy_4"
- end
- end
- maxspeed = 3.0
- if @seath.available == true then
- if @hud_speedbar.maxspeed_name != "seath" then
- @sprite_speedbar_seath.speed = (maxspeed * ((@seath.speed * 100) / höchster_wert)) / 100
- else
- @sprite_speedbar_seath.speed = maxspeed
- end
- random = rand(5)
- @sprite_speedbar_seath.speed += (random + 1) / 20.to_f / @sprite_speedbar_seath.speed
- end
- if @sophie.available == true then
- if @hud_speedbar.maxspeed_name != "sophie" then
- @sprite_speedbar_sophie.speed = (maxspeed * ((@sophie.speed * 100) / höchster_wert)) / 100
- else
- @sprite_speedbar_sophie.speed = maxspeed
- end
- random = rand(5)
- @sprite_speedbar_sophie.speed += (random + 1) / 20.to_f / @sprite_speedbar_sophie.speed
- end
- if @vincent.available == true then
- if @hud_speedbar.maxspeed_name != "vincent" then
- @sprite_speedbar_vincent.speed = (maxspeed * ((@vincent.speed * 100) / höchster_wert)) / 100
Submit a correction or amendment below. (click here to make a fresh posting)
After submitting an amendment, you'll be able to view the differences between the old and new posts easily.