#============================================================================== # ■ 人物跟随 #------------------------------------------------------------------------------ # # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 # # 作者:fukuyama # # 移植:ONEWateR # #============================================================================== module Train_Actor #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX #开关打开,跟随的人物就消失了(其实只是变成透明而已) TRANSPARENT_SWITCH = true TRANSPARENT_SWITCHES_INDEX = 1 #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。 #跟随人数的最大数目,可以更改为2、3什么的。 TRAIN_ACTOR_SIZE_MAX = 6 # 定数 DOWN_LEFT = 1 DOWN_RIGHT = 3 UP_LEFT = 7 UP_RIGHT = 9 JUMP = 5 class Game_Party_Actor < Game_Character def initialize super() @through = true end def setup(actor) if actor != nil @character_index = actor.character_index @character_name = actor.character_name @priority_type = 1 else @character_name = "" @character_index = 0 @priority_type = 1 end # 不透明度と合成方法を初期化 [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 @blend_type = 0 end #-------------------------------------------------------------------------- # ● 下に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_down(turn_enabled = true) # 下を向く if turn_enabled turn_down end # 通行可能な場合 if new_passable?(@x, @y, Input::DOWN) # 下を向く turn_down # 座標を更新 @y += 1 end end #-------------------------------------------------------------------------- # ● 左に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_left(turn_enabled = true) # 左を向く if turn_enabled turn_left end # 通行可能な場合 if new_passable?(@x, @y, Input::LEFT) # 左を向く turn_left # 座標を更新 @x -= 1 end end #-------------------------------------------------------------------------- # ● 右に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_right(turn_enabled = true) # 右を向く if turn_enabled turn_right end # 通行可能な場合 if new_passable?(@x, @y, Input::RIGHT) # 右を向く turn_right # 座標を更新 @x += 1 end end #-------------------------------------------------------------------------- # ● 上に移動 # turn_enabled : その場での向き変更を許可するフラグ #-------------------------------------------------------------------------- def move_up(turn_enabled = true) # 上を向く if turn_enabled turn_up end # 通行可能な場合 if new_passable?(@x, @y, Input::UP) # 上を向く turn_up # 座標を更新 @y -= 1 end end #-------------------------------------------------------------------------- # ● 左下に移動 #-------------------------------------------------------------------------- def move_lower_left # 向き固定でない場合 unless @direction_fix # 右向きだった場合は左を、上向きだった場合は下を向く @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction) end # 下→左、左→下 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN)) # 座標を更新 @x -= 1 @y += 1 end end #-------------------------------------------------------------------------- # ● 右下に移動 #-------------------------------------------------------------------------- def move_lower_right # 向き固定でない場合 unless @direction_fix # 左向きだった場合は右を、上向きだった場合は下を向く @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction) end # 下→右、右→下 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN)) # 座標を更新 @x += 1 @y += 1 end end #-------------------------------------------------------------------------- # ● 左上に移動 #-------------------------------------------------------------------------- def move_upper_left # 向き固定でない場合 unless @direction_fix # 右向きだった場合は左を、下向きだった場合は上を向く @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction) end # 上→左、左→上 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP)) # 座標を更新 @x -= 1 @y -= 1 end end #-------------------------------------------------------------------------- # ● 右上に移動 #-------------------------------------------------------------------------- def move_upper_right # 向き固定でない場合 unless @direction_fix # 左向きだった場合は右を、下向きだった場合は上を向く @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction) end # 上→右、右→上 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP)) # 座標を更新 @x += 1 @y -= 1 end end attr_writer :move_speed attr_writer :step_anime end module Spriteset_Map_Module def setup_actor_character_sprites? return @setup_actor_character_sprites_flag != nil end def setup_actor_character_sprites(characters) if !setup_actor_character_sprites? index_game_player = 0 @character_sprites.each_index do |i| if @character_sprites[i].character.instance_of?(Game_Player) index_game_player = i break end end for character in characters.reverse @character_sprites.unshift( Sprite_Character.new(@viewport1, character) ) end @setup_actor_character_sprites_flag = true end end end module Scene_Map_Module def setup_actor_character_sprites(characters) @spriteset.setup_actor_character_sprites(characters) end end module Game_Party_Module def set_transparent_actors(transparent) @transparent = transparent end def setup_actor_character_sprites if @characters == nil @characters = [] for i in 1 ... TRAIN_ACTOR_SIZE_MAX @characters.push(Game_Party_Actor.new) end end for i in 1 ... TRAIN_ACTOR_SIZE_MAX @characters[i - 1].setup($game_party.members[i]) end if $scene.class.method_defined?('setup_actor_character_sprites') $scene.setup_actor_character_sprites(@characters) end end def update_party_actors setup_actor_character_sprites transparent = $game_player.transparent if transparent == false if TRANSPARENT_SWITCH transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX] end end for character in @characters character.transparent = transparent if $game_player.dash? character.move_speed = $game_player.move_speed*1.25 else character.move_speed = $game_player.move_speed end character.step_anime = $game_player.step_anime character.update end end def moveto_party_actors( x, y ) setup_actor_character_sprites for character in @characters character.moveto( x, y ) end if @move_list == nil @move_list = [] end move_list_setup end def move_party_actors if @move_list == nil @move_list = [] move_list_setup end @move_list.each_index do |i| if @characters[i] != nil case @move_list[i].type when Input::DOWN @characters[i].move_down(@move_list[i].args[0]) when Input::LEFT @characters[i].move_left(@move_list[i].args[0]) when Input::RIGHT @characters[i].move_right(@move_list[i].args[0]) when Input::UP @characters[i].move_up(@move_list[i].args[0]) when DOWN_LEFT @characters[i].move_lower_left when DOWN_RIGHT @characters[i].move_lower_right when UP_LEFT @characters[i].move_upper_left when UP_RIGHT @characters[i].move_upper_right when JUMP @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) end end end end class Move_List_Element def initialize(type,args) @type = type @args = args end def type() return @type end def args() return @args end end def move_list_setup for i in 0 .. TRAIN_ACTOR_SIZE_MAX @move_list[i] = nil end end def add_move_list(type,*args) @move_list.unshift(Move_List_Element.new(type,args)).pop end def move_down_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::DOWN,turn_enabled) end def move_left_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::LEFT,turn_enabled) end def move_right_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::RIGHT,turn_enabled) end def move_up_party_actors(turn_enabled = true) move_party_actors add_move_list(Input::UP,turn_enabled) end def move_lower_left_party_actors move_party_actors add_move_list(DOWN_LEFT) end def move_lower_right_party_actors move_party_actors add_move_list(DOWN_RIGHT) end def move_upper_left_party_actors move_party_actors add_move_list(UP_LEFT) end def move_upper_right_party_actors move_party_actors add_move_list(UP_RIGHT) end def jump_party_actors(x_plus, y_plus) move_party_actors add_move_list(JUMP,x_plus, y_plus) end end module Game_Player_Module def update $game_party.update_party_actors super end def moveto( x, y ) $game_party.moveto_party_actors( x, y ) super( x, y ) end def move_down(turn_enabled = true) if new_passable?(@x, @y, Input::DOWN) $game_party.move_down_party_actors(turn_enabled) end super(turn_enabled) end def move_left(turn_enabled = true) if new_passable?(@x, @y, Input::LEFT) $game_party.move_left_party_actors(turn_enabled) end super(turn_enabled) end def move_right(turn_enabled = true) if new_passable?(@x, @y, Input::RIGHT) $game_party.move_right_party_actors(turn_enabled) end super(turn_enabled) end def move_up(turn_enabled = true) if new_passable?(@x, @y, Input::UP) $game_party.move_up_party_actors(turn_enabled) end super(turn_enabled) end def move_lower_left # 下→左、左→下 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::LEFT)) or (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::DOWN)) $game_party.move_lower_left_party_actors end super end def move_lower_right # 下→右、右→下 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::DOWN) and new_passable?(@x, @y + 1, Input::RIGHT)) or (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::DOWN)) $game_party.move_lower_right_party_actors end super end def move_upper_left # 上→左、左→上 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::LEFT)) or (new_passable?(@x, @y, Input::LEFT) and new_passable?(@x - 1, @y, Input::UP)) $game_party.move_upper_left_party_actors end super end def move_upper_right # 上→右、右→上 のどちらかのコースが通行可能な場合 if (new_passable?(@x, @y, Input::UP) and new_passable?(@x, @y - 1, Input::RIGHT)) or (new_passable?(@x, @y, Input::RIGHT) and new_passable?(@x + 1, @y, Input::UP)) $game_party.move_upper_right_party_actors end super end def jump(x_plus, y_plus) # 新しい座標を計算 new_x = @x + x_plus new_y = @y + y_plus # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合 if (x_plus == 0 and y_plus == 0) or new_passable?(new_x, new_y, 0) $game_party.jump_party_actors(x_plus, y_plus) end super(x_plus, y_plus) end attr_accessor :move_speed attr_accessor :step_anime end end # module Train_Actor class Game_Party include Train_Actor::Game_Party_Module end class Game_Player include Train_Actor::Game_Player_Module end class Spriteset_Map include Train_Actor::Spriteset_Map_Module end class Scene_Map include Train_Actor::Scene_Map_Module end class Game_Character def new_passable?(x, y, d) new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0) new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0) unless $game_map.valid?(new_x, new_y) return false end x = $game_map.round_x(x) # 横方向循环修正 y = $game_map.round_y(y) # 纵方向循环修正 return false unless $game_map.valid?(x, y) # 地图外? return true if @through or debug_through? # 穿越 ON? return false unless map_passable?(new_x, new_y) # 地图不能通行? return false if collide_with_characters?(new_x, new_y) # 与角色冲突? return true # 可以通行 end end
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