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[传奇技术]GOM引擎实现动态血球技术
- procedure TSerialWindows.BottomLeftDirectPaint(Sender: TObject);
- var
- vbRect: TRect; //血球动态新加 DJI20251016
- //血球动态 修改版 DJI20251016
- // if GetTickCount - FAbilHPTick > 200 then begin
- // FAbilHPTick := GetTickCount;
- // Inc(FAbilHPIndex);
- // if FAbilHPIndex >= 14 then FAbilHPIndex := 0;
- // end;
- // d := g_WUI2Images.Images[460 + FAbilHPIndex];
- // if d <> nil then
- // GameCanvas.Draw(vtRect.Left + 38, vtRect.Top + PaintRect.Top + 90, PaintRect, d);
- //魔球动态 修改版 DJI20251016
- // if GetTickCount - FAbilMPTick > 200 then begin
- // FAbilMPTick := GetTickCount;
- // Inc(FAbilMPIndex);
- // if FAbilMPIndex >= 14 then FAbilMPIndex := 0;
- // end;
- // d := g_WUI2Images.Images[480 + FAbilMPIndex];
- // if d <> nil then
- // GameCanvas.Draw(vtRect.Left + 88, vtRect.Top + PaintRect.Top + 90, PaintRect, d);
复制代码 客户端单元文件serialwindoesdlg中implementation下新建
- const
- HP_OffsetX = 38; // 横向偏移,可改
- HP_OffsetY = 90; // 纵向偏移,可改
- MP_OffsetX = 88; // 横向偏移,可改
- MP_OffsetY = 90; // 纵向偏移,可改
复制代码 在对应的代码修改为
- d := g_WUI2Images.Images[460 + FAbilHPIndex];
- if d <> nil then
- GameCanvas.Draw(vtRect.Left + HP_OffsetX, vtRect.Top + PaintRect.Top + HP_OffsetY, PaintRect, d);
复制代码- d := g_WUI2Images.Images[470 + FAbilMPIndex];
- if d <> nil then
- GameCanvas.Draw(vtRect.Left + MP_OffsetX, vtRect.Top + PaintRect.Top + MP_OffsetY, PaintRect, d);
复制代码
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