📄 uarrow.pas
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//极限1000米
//Author: CrazyWill
//Email: CrazyWill@163.com
unit uArrow;
interface
uses
Windows, Messages, SysUtils, Variants, Classes, Graphics, Controls, Forms,
Dialogs, ImgList, ExtCtrls, StdCtrls, MMSystem,
IniFiles, uInclude;
type
TArrow = class
private
FDirection: TDirection;
FSpeed: Integer; //速度 单位:像素
FDelay, FDelayCount: Integer;
FX, FY: Integer; //坐标
FYMin, FYMax: Integer;
FWidth: Integer;
FHeight: Integer;
FActive: Boolean; //是否进行动作
FVisible: Boolean; //是否可见
FRect: TRect; //占用矩形区域
FHurtPoint: integer; //伤害点数
FHurtDelay: integer;
FProbability: double; //出现机率
FBits, FInvBitmap: TBitmap;
//取得角色尺寸
function GetObjectRect: TRect;
protected
public
constructor Create; virtual;
destructor Destroy; override;
procedure Draw(Canvas: TCanvas);
procedure Roll;
procedure ReSet;
property X: Integer read FX write FX;
property Y: Integer read FY write FY;
property HurtPoint: integer read FHurtPoint write FHurtPoint;
property Probability: Double read FProbability;
property Speed: integer read FSpeed write FSpeed;
property Width: integer read FWidth;
property Height: integer read FHeight;
property Active: Boolean read FActive write FActive;
property Rect: TRect read FRect;
property ObjectRect: TRect read GetObjectRect;
end;
implementation
constructor TArrow.Create;
var
ini: TIniFile;
sTemp: string;
iniSection: string;
begin
inherited Create;
// 初始化
iniSection := 'Arrow';
FActive := False;
FDirection := drUp;
FBits := TBitmap.Create;
FInvBitmap := TBitmap.Create;
ini := TIniFile.Create(IniDirectory + IniFilename);
sTemp := ini.ReadString(iniSection, 'Filename', sTemp);
FBits.LoadFromFile(IniDirectory + sTemp);
FInvBitmap.Width := FBits.Width;
FInvBitmap.Height := FBits.Height;
FInvBitmap.Transparent := True;
FInvBitmap.TransparentColor := TRANSPARENT_COLOR;
FInvBitmap.Canvas.Brush.Color := TRANSPARENT_COLOR;
FSpeed := ini.ReadInteger(iniSection, 'Speed', 1);
FWidth := ini.ReadInteger(iniSection, 'Width', FWidth);
FHeight := ini.ReadInteger(iniSection, 'Height', FHeight);
FDelay := ini.ReadInteger(iniSection, 'Delay', 0);
FProbability := ini.ReadFloat(iniSection, 'Probability', 0.1);
FHurtPoint := ini.ReadInteger(iniSection, 'HurtPoint', 0);
FHurtDelay := ini.ReadInteger(iniSection, 'HurtDelay', 0);
FX := WORLD_WIDTH;
FY := ini.ReadInteger('Map', 'Height', 0) - ini.ReadInteger('Map',
'GroundHeight', 0);
FYMin := FY - Height;
FYMax := FY;
ini.Destroy;
end;
destructor TArrow.Destroy;
begin
FInvBitmap.Free;
FBits.Free;
inherited Destroy;
end;
procedure TArrow.Draw(Canvas: TCanvas);
begin
FInvBitmap.canvas.FillRect(FInvBitmap.Canvas.ClipRect);
FInvBitmap.Canvas.CopyRect(
Classes.Rect(0, 0, Width, FYMax - FY),
FBits.Canvas,
Classes.Rect(0, 0, Width, FYMax - FY));
Canvas.Draw(FX, FY, FInvBitmap);
end;
function TArrow.GetObjectRect: TRect;
begin
Result := FInvBitmap.Canvas.ClipRect;
end;
procedure TArrow.Roll;
begin
if not FActive then
Exit;
if FSpeed = 0 then
Exit;
if (FDelay <> 0) then
begin
Inc(FDelayCount);
if FDelayCount <> FDelay then
Exit;
FDelayCount := 0;
end;
case FDirection of
drUp:
begin
if (FY - FSpeed) < FYMin then
FDirection := drDown
else
dec(FY, FSpeed);
end;
drDown:
begin
if FY > FYMax + 12 then
FDirection := DrUp
else
Inc(FY, FSpeed);
end;
end;
if FX < (-Width) then
ReSet;
FRect := ObjectRect;
FRect := classes.Rect(FRect.Left + 5, FRect.Top + 5, FRect.Right - 5,
FRect.Bottom - 5);
OffsetRect(FRect, FX, FY);
end;
procedure TArrow.ReSet;
begin
if Random(Dynameter) * FProbability > 1 then
begin
FY := FYMax;
FDelayCount := 0;
FX := WORLD_WIDTH;
FRect := ObjectRect;
FRect := classes.Rect(FRect.Left + 5, FRect.Top + 5, FRect.Right - 5,
FRect.Bottom - 5);
OffsetRect(FRect, FX, Fy);
end;
end;
end.
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