Sujet n°13823
Posté par Carnistus le 2 Juin - 07:15 (2014)
Titre : [Résolue]Problème d'affichage pokédex
Bonjours,

j'ai un petit problème avec le script du pokédex. Il m'affiche les pokémon vus/pris en arrière-plan au lieu de la pokeballs
Spoiler


Voila le script
Spoiler
Code:

#==============================================================================
# ■ Pokemon_Pokedex
# Pokemon Script Project - Krosk
# 18/07/07
# 07/09/08 - révision v0.7, Pokédex de Shaolan (PSP4G) simplifié et optimisé
# (crédits : Shaolan, Slash)
# 03/01/09 - révision
#-----------------------------------------------------------------------------
# Scène modifiable
#-----------------------------------------------------------------------------
# Pokédex
#-----------------------------------------------------------------------------

module POKEMON_S
class Pokemon_Pokedex #(Numérique)
def initialize(index = 0, show = true)
@index = index
@show = show
@table = []
# Regional
if POKEMON_S._DEXREG
for id in 1..$data_pokedex.length-1
@table[Pokemon_Info.id_bis(id)] = id
end
@table.shift # débarasser l'élément 0
@table.compact!
else
# National
for id in 1..$data_pokedex.length-1
@table.push(id)
end
end
@list = []
for i in 0..@table.length-1
if $data_pokedex[@table[i]][0]
@list.push(@table[i])
end
end
end

def main
# Fenêtre principale
# Fond
@background = Sprite.new
@background.bitmap = RPG::Cache.picture("PokedexShback.png")
@background.z = 5
@backbackground = Sprite.new
@backbackground.bitmap = RPG::Cache.picture("PokedexSh.png")
@backbackground.z = 0

# Liste
$game_variables[5000]["pokedex"]["vus"] = 0
$game_variables[5000]["pokedex"]["captures"] = 0
for i in 1...$data_pokemon.length
$game_variables[5000]["pokedex"]["vus"] += 1 if $data_pokedex[i][0]
$game_variables[5000]["pokedex"]["captures"] += 1 if $data_pokedex[i][1]
end
@pokemon_list = POKEMON_S::Pokemon_List.new(@table, @list, @index, @show)
@pokemon_list.active = true

# Vu/Capture
#@pokemon_amount = Window_Base.new(27 - 16, 432 - 16, 420 + 32, 48 + 32)
@pokemon_amount = Window_Base.new(27 - 16, 70, 155, 400)
@pokemon_amount.contents = Bitmap.new(155-32, 400-32)
#@pokemon_amount.contents = Bitmap.new(420, 48)
@pokemon_amount.contents.font.name = $fontface
@pokemon_amount.contents.font.size = $fontsize
@pokemon_amount.contents.font.italic = true
@pokemon_amount.opacity = 0
#@pokemon_amount.contents.draw_text(0, 0, 420, 48, "VUS " + viewed, 0)
#@pokemon_amount.contents.draw_text(0, 0, 420, 48, "CAPTURéS " + captured.to_s, 2)
@pokemon_amount.contents.draw_text(0, 0, 155-32, 35, "VUS", 1)# + viewed, 1)
@pokemon_amount.contents.draw_text(0, 78, 155-32, 35, "PRIS", 1)# + captured.to_s, 1)
rect = Rect.new (32, 35, 120, 3)
@pokemon_amount.contents.fill_rect(rect, Color.new(0, 0, 0))
rect = Rect.new (30, 33, 120, 3)
@pokemon_amount.contents.fill_rect(rect, Color.new(255, 255, 255))
rect = Rect.new (32, 78 + 35, 120, 3)
@pokemon_amount.contents.fill_rect(rect, Color.new(0, 0, 0))
rect = Rect.new (30, 78 + 33, 120, 3)
@pokemon_amount.contents.fill_rect(rect, Color.new(255, 255, 255))
string_viewed = sprintf("% 3s", $game_variables[5000]["pokedex"]["vus"].to_s)
string_captured = sprintf("% 3s", $game_variables[5000]["pokedex"]["captures"].to_s)
@pokemon_amount.contents.draw_text(0, 37, 155-32, 35, string_viewed, 1)
@pokemon_amount.contents.draw_text(0, 78 + 37, 155-32, 35, string_captured, 1)

@pokemon_list.update
@pokemon_list.refresh
# Fin Fenêtre principale


Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@pokemon_list.dispose
@pokemon_amount.dispose
@background.dispose
@backbackground.dispose
end

def update
@pokemon_list.update
@index = @pokemon_list.index

if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = POKEMON_S::Pokemon_Menu.new(0)
return
end

if Input.trigger?(Input::C)
if @show
pokemon_id = @table[@index]
else
pokemon_id = @list[@index]
end
seen = $data_pokedex[pokemon_id][0]
if seen == false
$game_system.se_play($data_system.buzzer_se)
return
end
$scene = Pokemon_Detail.new(pokemon_id, @show)
return
end

if Input.trigger?(Input::A)
@show = @show ? false : true
@index = 0
@pokemon_list.dispose
@pokemon_list = POKEMON_S::Pokemon_List.new(@table, @list, @index, @show)
@pokemon_list.active = true
@pokemon_list.update
@pokemon_list.refresh
end
end
end


class Pokemon_Detail
def initialize(id, show, mode = 0, appel = "pkdx", z_level = 100)
@id = id
@show = show
@mode = mode
@appel = appel
@z_level = z_level
@table = []
# Regional
if POKEMON_S._DEXREG
for id in 1..$data_pokedex.length-1
@table[Pokemon_Info.id_bis(id)] = id
end
@table.shift # débarasser l'élément 0
@table.compact!
else
# National
for id in 1..$data_pokedex.length-1
@table.push(id)
end
end
end

def main
# Fenêtre détail
@background = Sprite.new
@background.bitmap = RPG::Cache.picture("PokedexShfond1.png")
@background.z = @z_level

# Sprite
@pokemon_sprite = Sprite.new
@pokemon_sprite.x = 26
@pokemon_sprite.y = 71
@pokemon_sprite.z = 10 + @z_level
@pokemon_sprite.visible = false

# Identité
@data_window = Window_Base.new(233-16, 76-16, 370+32, 196+32)
@data_window.contents = Bitmap.new(370, 196)
color = Color.new(60,60,60)
@data_window.contents.font.name = $fontface
@data_window.contents.font.size = $fontsizebig
@data_window.contents.font.color = color
@data_window.opacity = 0
@data_window.z = 10 + @z_level
@data_window.visible = false

# Descr
@text_window = Window_Base.new(60 - 16, 252 - 16 + 51, 550 + 32, 160 + 32)
@text_window.contents = Bitmap.new(550 , 160)
@text_window.contents.font.name = $fontface
@text_window.contents.font.size = $fontsize
@text_window.contents.font.color = color
@text_window.opacity = 0
@text_window.z = 10 + @z_level
@text_window.visible = false

@list = []
for i in 0..@table.length-1
if $data_pokedex[@table[i]][0]
@list.push(@table[i])
end
end

if @mode == 0
filename = "Audio/SE/Cries/" + sprintf("%03d", @id) + "Cry.wav"
if FileTest.exist?(filename)
Audio.se_play(filename)
end
end

data_refresh
@background.visible = false
@pokemon_sprite.visible = false
@data_window.visible = false
@text_window.visible = false
case @mode
when 0
@background.visible = true
@pokemon_sprite.visible = true
@data_window.visible = true
@text_window.visible = true
when 1
refresh_zone
when 2
refresh_cri
when 3
refresh_tail
end

Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@background.dispose
@data_window.dispose
@pokemon_sprite.dispose
@text_window.dispose
end

def update
case @appel
when "pkdx"
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
hide
if @show
index = @table.index(@id)
else
index = @list.index(@id)
end
$scene = Pokemon_Pokedex.new(index, @show)
return
end

if Input.trigger?(Input::C) and @mode == 1
Graphics.freeze
hide
$game_system.se_play($data_system.decision_se)
$game_temp.map_temp = ["PKDX", false, $game_map.map_id, $game_player.x,
$game_player.y, $game_player.direction, $game_player.character_name,
$game_player.character_hue, $game_player.step_anime,
$game_system.menu_disabled, POKEMON_S::_MAPLINK, @id, @show]
$game_temp.transition_processing = true
$game_temp.transition_name = ""
POKEMON_S::_MAPLINK = false
$scene = Scene_Map.new
$game_map.setup(POKEMON_S::_WMAPID)
$game_player.moveto(9, 7)
$game_map.autoplay
$game_map.update
return
end

if Input.trigger?(Input::C) and @mode == 2
filename = "Audio/SE/Cries/" + sprintf("%03d", @id) + "Cry.wav"
if FileTest.exist?(filename)
Audio.se_play(filename)
end
end

if Input.trigger?(Input::DOWN)
Graphics.freeze
index = @list.index(@id)
if @id == @list.last
@id = @list.first
else
@id = @list[index+1]
end
hide
Graphics.transition(5)
Graphics.freeze
@mode = 0
data_refresh
Graphics.transition
filename = "Audio/SE/Cries/" + sprintf("%03d", @id) + "Cry.wav"
if FileTest.exist?(filename)
Audio.se_play(filename)
end
end

if Input.trigger?(Input::UP)
Graphics.freeze
index = @list.index(@id)
if @id == @list.first
@id = @list.last
else
@id = @list[index-1]
end
hide
Graphics.transition(5)
Graphics.freeze
@mode = 0
data_refresh
Graphics.transition
filename = "Audio/SE/Cries/" + sprintf("%03d", @id) + "Cry.wav"
if FileTest.exist?(filename)
Audio.se_play(filename)
end
end

if Input.trigger?(Input::A) and @pokemon_sprite.visible == false
@show = @show ? false : true
@index = 0
@pokemon_list.dispose
@pokemon_list = POKEMON_S::Pokemon_List.new(@list, @index, @show)
@pokemon_list.active = true
@pokemon_list.update
@pokemon_list.refresh
end

if Input.trigger?(Input::LEFT)
if @mode > 0
Graphics.freeze
hide
#Graphics.transition(1)
@mode -= 1
#Graphics.freeze
case @mode
when 0
data_refresh
when 1
refresh_zone
when 2
refresh_cri
when 3
refresh_tail
end
Graphics.transition(1)
end
end

if Input.trigger?(Input::RIGHT)
if @mode < 3
Graphics.freeze
hide
#Graphics.transition(1)
@mode += 1
#Graphics.freeze
case @mode
when 0
data_refresh
when 1
refresh_zone
when 2
refresh_cri
when 3
refresh_tail
end
Graphics.transition(1)
end
end
when "map"
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::C)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::UP)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::A)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.buzzer_se)
end
when "combat"
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::C)
$game_system.se_play($data_system.cancel_se)
Graphics.freeze
self.dispose
Graphics.transition
return
end

if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::UP)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::A)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.buzzer_se)
end

if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.buzzer_se)
end
end
end

def hide
@background.visible = false
@pokemon_sprite.visible = false
case @mode
when 0
@data_window.visible = false
@text_window.visible = false
when 1
@text.dispose
when 2
@data_window.visible = false
@text_window.visible = false
when 3
@trainer.dispose
@pokemon_new_sprite.dispose
@text.dispose
end
end


def data_refresh
@background.bitmap = RPG::Cache.picture("PokedexShfond1.png")
@pokemon_sprite.x = 26
@pokemon_sprite.y = 71
@data_window.x = 233-16
@data_window.y = 76-16
@pokemon_sprite.visible = true
@background.visible = true
@data_window.visible = true
@text_window.visible = true

@pokemon = $data_pokemon[@id]
show = $data_pokedex[@id][1]
ida = sprintf("%03d", @id)
@pokemon_sprite.bitmap = RPG::Cache.battler("Front_Male/" + ida + ".png", 0)

if POKEMON_S._DEXREG
name = "N." + sprintf("%03d", Pokemon_Info.id_bis(@id)) + " " + @pokemon[0]
else
name = "N." + ida + " " + @pokemon[0]
end

if show # Descr accessible
species = @pokemon[9][1]
height_data = @pokemon[9][2]
weight = @pokemon[9][3]
else
species = "???"
height_data = "???"
weight = "??? "
end

@data_window.contents.clear
@data_window.contents.draw_text(15, 0, 370, 47, name)
@data_window.contents.draw_text(15, 41, 370, 47, "Pokémon " + species)
@data_window.contents.draw_text(41, 95, 230, 47, "Taille: ")
@data_window.contents.draw_text(41, 95, 212, 47, height_data, 2)
@data_window.contents.draw_text(41, 148, 230, 47, "Poids: ")
@data_window.contents.draw_text(41, 148, 230, 47, weight, 2)

@text_window.contents.clear
if show
text = @pokemon[9][0]
string = string_builder(text, 51)
string1 = string[0]
string2 = string[1]
string3 = string[2]
string4 = string[3]
@text_window.contents.draw_text(0, 0, 550, 40, string1)
@text_window.contents.draw_text(0, 40, 550, 40, string2)
@text_window.contents.draw_text(0, 80, 550, 40, string3)
@text_window.contents.draw_text(0, 120, 550, 40, string4)
end
end

def refresh_zone
@background.bitmap = RPG::Cache.picture("PokedexShfond2.png")
@background.visible = true
@text = Window_Base.new(32-16, 223-16, 576+32, 47+32)
@text.contents = Bitmap.new(576, 47)
@text.contents.font.name = $fontface
@text.contents.font.size = $fontsizebig
@text.contents.font.color = Color.new(60,60,60)
@text.contents.draw_text(0, 0, 576, 47, "OUVRIR LA CARTE", 1)
@text.opacity = 0
end

def refresh_cri
@background.bitmap = RPG::Cache.picture("PokedexShfond3.png")
@pokemon_sprite.visible = true
@background.visible = true
@data_window.visible = true
@pokemon_sprite.x = 51
@pokemon_sprite.y = 75
@data_window.x = 211 - 16
@data_window.y = 75 - 5
@data_window.contents.clear
@data_window.contents.draw_text(0, 0, 339, 47, "CRI DE")
@data_window.contents.draw_text(0, 41, 339, 47, @pokemon[0])
end

def refresh_tail
@background.bitmap = RPG::Cache.picture("PokedexShfond4.png")
@background.visible = true
@pokemon_new_sprite = Sprite.new
ida = sprintf("%03d", @id)
@pokemon_new_sprite.bitmap = RPG::Cache.battler("Front_Male/" + ida + ".png", 0)
@pokemon_new_sprite.color = Color.new(0, 0, 0, 255)

@trainer = Sprite.new
@trainer.bitmap = RPG::Cache.battler("trainer000.png", 0)
@trainer.color = Color.new(0, 0, 0, 255)

sizes = []
for sprite in [@trainer, @pokemon_new_sprite]
i = j = 0
while sprite.bitmap.get_pixel(i,j).alpha == 0
i += 1
if i > sprite.bitmap.width
i = 0
j += 1
end
end
up_pix = j
i = 0
j = sprite.bitmap.height
while sprite.bitmap.get_pixel(i,j).alpha == 0
i += 1
if i > sprite.bitmap.width
i = 0
j -= 1
end
end
down_pix = j
sizes.push( down_pix-up_pix + 0.0 )
sizes.push( down_pix )
end

if $data_pokemon[@id][9][2].to_f > 1.50
zoom_pok = 1.00
zoom_dre = 1.50 / $data_pokemon[@id][9][2].to_f * sizes[2] / sizes[0]
else
zoom_pok = $data_pokemon[@id][9][2].to_f/1.50 * sizes[0] / sizes[2]
zoom_dre = 1.00
end

@pokemon_new_sprite.ox = @pokemon_new_sprite.bitmap.width/2
@pokemon_new_sprite.oy = sizes[3]#@pokemon_new_sprite.bitmap.height
@pokemon_new_sprite.x = 141 + @pokemon_new_sprite.ox
@pokemon_new_sprite.y = 92 + 160#@pokemon_new_sprite.oy

@trainer.ox = @trainer.bitmap.width/2
@trainer.oy = sizes[1]#@trainer.bitmap.height
@trainer.x = 339 + @trainer.ox
@trainer.y = 92 + 160 #@trainer.oy

@pokemon_new_sprite.zoom_x = @pokemon_new_sprite.zoom_y = zoom_pok
@trainer.zoom_x = @trainer.zoom_y = zoom_dre

@text = Window_Base.new(32-16, 367-16, 576+32, 47+32)
@text.contents = Bitmap.new(576, 47)
@text.contents.font.name = $fontface
@text.contents.font.size = $fontsizebig
@text.contents.font.color = Color.new(60,60,60)
@text.contents.draw_text(0, 0, 576, 47, "TAILLE COMPARE A #{Player.name}", 1)
@text.opacity = 0
end

def string_builder(text, limit)
length = text.length
full1 = false
full2 = false
full3 = false
full4 = false
string1 = ""
string2 = ""
string3 = ""
string4 = ""
word = ""
for i in 0..length
letter = text[i..i]
if letter != " " and i != length
word += letter.to_s
else
word = word + " "
if (string1 + word).length < limit and not(full1)
string1 += word
word = ""
else
full1 = true
end

if (string2 + word).length < limit and not(full2)
string2 += word
word = ""
else
full2 = true
end

if (string3 + word).length < limit and not(full3)
string3 += word
word = ""
else
full3 = true
end

if (string4 + word).length < limit and not(full4)
string4 += word
word = ""
else
full4 = true
end
end
end
return [string1, string2, string3, string4]
end


end


class Pokemon_List < Window_Selectable
def initialize(table, id_list = [], menu_index = 0, show = true)
# show montre les pokémons intermédiaires
# id_list liste des pokémons vu/attrapés
#super(50-16, 48-16, 560+32, 387+32, 43)
@hauteur = 35
super(340, 32, 560+32, 384+32, @hauteur)#(640 - 320, 48-16, 560+32, 387+32, 43)
@index = menu_index
@table = table
@id_list = id_list
@last = id_list[-1]
@show = show
@z_level = 100
self.opacity = 0
if @show
value = @table.index(@last)
value += 1 if value != nil
else
value = id_list.length
end
if value == nil
value = 1
@last = 1
end
@flag_up = 0
@flag_down = 0
@item_max = value
@pokeball = Sprite.new
@pokeball.bitmap = RPG::Cache.picture("PokedexShBall.png")
@pokeball.ox = 150
@pokeball.oy = 150
@pokeball.y = 240
@pokeball.z = 6 + @z_level
self.contents = Bitmap.new(width - 32, value * @hauteur)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@sprite_array = []
for i in 1..5
sprite = Sprite.new
sprite.z = 4 + @z_level
sprite.x = 185
sprite.y = -4 + 160*(i-2)
@sprite_array.push(sprite)
end
sprite_refresh
@pokeball.angle = - @index * 22.5
end

def dispose
super
for sprite in @sprite_array
sprite.dispose
end
@pokeball.dispose
end

def update
if @flag_up > 0
@flag_up -= 1
self.oy -= 7
#self.oy += 1 if @flag_up == 0
@pokeball.angle += 4.5
for sprite in @sprite_array
sprite.y += 32
end
if @flag_up == 0
@sprite_array.unshift(@sprite_array.pop)
@sprite_array[0].y -= 800
sprite_refresh
end
return
end
if @flag_down > 0
@flag_down -= 1
self.oy += 7
#self.oy -= 1 if @flag_down == 0
@pokeball.angle -= 4.5
for sprite in @sprite_array
sprite.y -= 32
end
if @flag_down == 0
@sprite_array.push(@sprite_array.shift)
@sprite_array[4].y += 800
sprite_refresh
end
return
end
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index < @item_max - @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max) % @item_max
@flag_down += 5
return
end
end

if Input.repeat?(Input::UP)
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= @column_max
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max + @item_max) % @item_max
@flag_up += 5
return
end
end

if Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end

if Input.repeat?(Input::LEFT)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end

if Input.repeat?(Input::R)
if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = [@index + self.page_item_max - 2, @item_max - 1].min
self.top_row += self.page_row_max
sprite_refresh
end
end

if Input.repeat?(Input::L)
if self.top_row > 0
$game_system.se_play($data_system.cursor_se)
@index = [@index - self.page_item_max + 2, 0].max
self.top_row -= self.page_row_max
sprite_refresh
end
end
end

if self.active and @help_window != nil
update_help
end

update_cursor_rect

if @index < 6 and self.oy != 35 + (4-@index) * @hauteur
self.oy = -(35 + (4-@index) * @hauteur)
end
end

def update_cursor_rect
self.cursor_rect.empty
row = @index / @column_max
if row < self.top_row + 5
self.top_row = row - 5
end
if row > self.top_row + (self.page_row_max - 5)
self.top_row = row - (self.page_row_max - 5)
end
end

def sprite_refresh
for i in 0..4
if not @show and $data_pokedex[@id_list[(@index+i-2)%@id_list.length]][0]
@sprite_array[i].bitmap = RPG::Cache.battler("Front_Male/#{sprintf('%03d', @id_list[(@index+i-2)%@id_list.length])}.png", 0)
elsif @show
if $data_pokedex[@table[(@index+i-2)%(@table.index(@last)+1)]][0] #(@index+i-2)%@last + 1)
@sprite_array[i].bitmap = RPG::Cache.battler("Front_Male/#{sprintf('%03d', @table[(@index+i-2)%@last])}.png", 0)
else
@sprite_array[i].bitmap = RPG::Cache.battler("Front_Male/000.png", 0)
end
end
end
end

def refresh
self.contents.clear
normal_color = Color.new(60,60,60)
self.contents.font.color = normal_color
i = 0 # désigne l'entrée

for value in @table
if @id_list.include?(value)
i += 1
ida = sprintf("%03d", @table.index(value) + 1)
string = " N." + ida
self.contents.draw_text(10, @hauteur * (i-1), 480, @hauteur, string)
string = Pokemon_Info.name(value)
self.contents.draw_text(110, @hauteur * (i-1), 300, @hauteur, string)
if $data_pokedex[value][1]
bitmap = RPG::Cache.picture("Pokedexball.png")
self.contents.blt(80, 5 + @hauteur * (i-1), bitmap, Rect.new(0, 0, 24, 24))
end
elsif @show and i < @table.index(@last) + 1
i += 1
ida = sprintf("%03d", @table.index(value) + 1)
string = " N." + ida
self.contents.draw_text(10, @hauteur * (i-1), 480, @hauteur, string)
string = "-------"
self.contents.draw_text(110, @hauteur * (i-1), 300, @hauteur, string)
elsif i >= @table.index(@last) + 1
break
else
next
end

end
end
end
end

Posté par GreenW5 le 2 Juin - 12:08 (2014)
Soit t'augmentes la position z du texte "vus" et "attrapés" soit tu baisses celle de la pokéball de sorte à ce qu'elle soit inférieure à la première (car c'est un problème de priorité de superposition).

Posté par Carnistus le 3 Juin - 04:45 (2014)
Merci beaucoup mon problème est résolue

Posté par GreenW5 le 3 Juin - 11:01 (2014)
Pas de quoi Clin d'œil foireux