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传奇彩色文字的实现
在DrawScrn.pas单元找到下面的代码段
SetBkMode (Canvas.Handle, TRANSPARENT);
if (g_FocusCret <> nil) and PlayScene.IsValidActor (g_FocusCret) then begin
//if FocusCret.Grouped then uname := char(7) + FocusCret.UserName
//else
uname := g_FocusCret.m_sDescUserName + '\' + g_FocusCret.m_sUserName;
NameTextOut (MSurface,
g_FocusCret.m_nSayX, // - Canvas.TextWidth(uname) div 2,
g_FocusCret.m_nSayY + 30,
g_FocusCret.m_nNameColor, clred,
uname);
end;
//控制玩家名字的颜色
if g_boSelectMyself then begin
uname := g_MySelf.m_sDescUserName + '\' + g_MySelf.m_sUserName;
NameTextOut (MSurface,
g_MySelf.m_nSayX, // - Canvas.TextWidth(uname) div 2,
g_MySelf.m_nSayY + 30,
g_MySelf.m_nNameColor, clblue,
uname);
end;
//控制玩家说话的颜色(头顶上的字体颜色)
BoldTextOut (MSurface,
actor.m_nSayX - (actor.m_SayWidthsArr div 2),
actor.m_nSayY - (actor.m_nSayLineCount*16) + i*14,
clWhite, clblue,
actor.m_SayingArr);
//控制人物死亡后说话的颜色(头顶上的字体颜色)
BoldTextOut (MSurface,
actor.m_nSayX - (actor.m_SayWidthsArr div 2),
actor.m_nSayY - (actor.m_nSayLineCount*16) + i*14,
clGray, clLime,
actor.m_SayingArr)
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