Window_ShopParty::Window_ShopParty(int ix, int iy, int iwidth, int iheight) :
	Window_Base(ix, iy, iwidth, iheight) {

	SetContents(Bitmap::Create(width - 16, height - 16));
	contents->SetTransparentColor(windowskin->GetTransparentColor());

	cycle = 0;
	item_id = 0;

	const std::vector<Game_Actor*>& actors = Game_Party::GetActors();
	for (size_t i = 0; i < actors.size() && i < 4; i++) {
		Game_Actor *actor = actors[i];
		const std::string& sprite_name = actor->GetCharacterName();
		int sprite_id = actor->GetCharacterIndex();
		BitmapRef bm = Cache::Charset(sprite_name);
		int width = bm->GetWidth() / 4 / 3;
		int height = bm->GetHeight() / 2 / 4;
		for (int j = 0; j < 3; j++) {
			int sx = ((sprite_id % 4) * 3 + j) * width;
			int sy = ((sprite_id / 4) * 4 + 2) * height;
			Rect src(sx, sy, width, height);
			for (int k = 0; k < 2; k++) {
				BitmapRef bm2 = Bitmap::Create(width, height, true);
				bm2->SetTransparentColor(bm->GetTransparentColor());
				bm2->Clear();
				bm2->Blit(0, 0, *bm, src, 255);
				if (k == 0)
					bm2->ToneBlit(0, 0, *bm2, bm2->GetRect(), Tone(0, 0, 0, 255));
				bitmaps[i][j][k] = bm2;
			}
		}
	}

	Refresh();
}
Example #2
0
void Game_Player::Refresh() {
	Game_Actor* actor;

	if (Game_Party::GetActors().empty()) {
		character_name.clear();
		return;
	}

	actor = Game_Party::GetActors()[0];

	character_name = actor->GetCharacterName();
	character_index = actor->GetCharacterIndex();
}