#==============================================================================
# ■ Sprite_Character
#------------------------------------------------------------------------------
#check the mouse 's event and start. by End66rpg
#==============================================================================
class Sprite_Character < Sprite_Base
def inside?
mx,my = Mouse.get_mouse_pos
lx = self.x - self.ox
rx = lx + @cw
ty = self.y - self.oy
by = ty + @ch
if mx < lx or mx > rx or my < ty or my > by or
self.bitmap.get_pixel(mx-lx,my-ty).alpha == 0
return false
end
return true
end
alias update_old update
def update
update_old
self.tone = Tone.new(0,0,0)
self.zoom_y = 1
return if @character.is_a?(Game_Event) and @character.name.index('no point')
return if !inside?
Mouse.mouse_touch=true
if Mouse.trigger?(Mouse::LEFT)
Mouse.plight
return false if $game_message.busy? || $game_message.visible
return if @character == $game_player or @character.trigger == 4
sx = ($[email protected]).abs
sy = ($[email protected]).abs
return unless sx < 2 and sy < 2#这里的5是触发范围,即坐标差
@character.start
end
if @character != $game_player
if @character.is_a?(Game_Event)
if @character.name.index('item')
Mouse.coach
return
elsif @character.name.index('heigh')
Mouse.coach
self.zoom_y = 1.5
return
end
end
Mouse.npc
end
Mouse.enemy if @character != $game_map.events
self.tone = Tone.new(122,122,122)
end
end
class Game_Event < Game_Character
#——————————————————————————————————————
# 用来返回名称
#——————————————————————————————————————
def name
return @event.name
end
def name=(newname)
@event.name = newname
end
end
end
def self.into_menu
Sound.play_ok
SceneManager.call(Scene_Menu)
Window_MenuCommand::init_command_position
end
def self.init2
#Directions
@dir = 0
@old_x, @old_y = 0, 0
#Animations
@light_id = 1
@mouse_sprite1 = Sprite.new;
@mouse_sprite1.z = 9999;
@mouse_sprite1.bitmap = Bitmap.new("Graphics/Icons/#{@light_id}");
@light_id = 1
@canyin = []
@rmenu = nil#右键菜单
@rightmenu = false
@mouse_touch = false
@count = 0
@npc,@wait,@coach = false
end
def self.setbb(a,b,c,d,e,f,g,h,i)
@blend_tepe = a if a != nil
@opacity = b if b != nil
@jy = c if c != nil
@zoom_x = d if d != nil
@zoom_y = e if e != nil @light = f if f != nil @Shadow = g if g != nil @Angle = h if h != nil
@anima = i if i != nil
end
def self.show_light(mx, my)
@canyin.each{|s|s.opacity <= 0 ? (s.visible = false ; @canyin.delete(s)) : s.opacity -= 25}
if @light
@light_id < 94 ? @light_id += 1 : @light_id = 1
i = @light_id
eval("@mouse_sprite#{i} = Sprite.new")
eval("@mouse_sprite#{i}.x = #{mx}")
eval("@mouse_sprite#{i}").y = my
eval("@mouse_sprite#{i}").blend_type = @blend_tepe
eval("@mouse_sprite#{i}").z = 9999;
#eval("@mouse_sprite#{i}").angle = @mouse_sprite.angle
eval("@mouse_sprite#{i}").bitmap = Bitmap.new("Graphics/Icons/#{@light_id}")
for i in 1..94
begin
eval("@mouse_sprite#{i}").opacity -= @opacity #10
eval("@mouse_sprite#{i}").y += @jy#1
eval("@mouse_sprite#{i}").zoom_x += @zoom_x#0.105
eval("@mouse_sprite#{i}").zoom_y += @zoom_y#0.105
eval("@mouse_sprite#{i}").dispose if eval("@mouse_sprite#{i}").opacity <= 0
rescue
end
end
if @plight == true
self.update_light
end
end
return if !@angle
a = 0
#被废掉的朝向
hu = [(@old_x - mx), (@old_y - my)]
return if hu[0] == 0 or hu[1] == 0
math = 135 - self.atoa(Math.atan(hu[1]/hu[0]))
if hu[0] > 0
@mouse_sprite.angle = math - 90
else
@mouse_sprite.angle = math + 90
end
#p math
@old_x, @old_y = mx, my
# }
@rmenu.x,@rmenu.y = x,y
@rmenu.opacity = 200
@rightmenu = true
end
def self.mouse_touch=(bar)
@mouse_touch = bar
end
def self.mouse_touch
return @mouse_touch
end
def self.check
if Mouse.trigger?(Mouse::LEFT)
if @rightmenu
mx,my = Mouse.get_mouse_pos
lx = @rmenu.x - @rmenu.ox
rx = lx + @rmenu.bitmap.width
ty = @rmenu.y - @rmenu.oy
by = ty + @rmenu.bitmap.height
if mx < lx or mx > rx or my < ty or my > by or
@rmenu.bitmap.get_pixel(mx-lx,my-ty).alpha == 0
else
a = []
text.size.times{|t|a << [t*32 , ([email protected]).abs].min}
eval(text[(a.max/32).to_i][1])
end
@rightmenu = false
@rmenu.dispose
@rmenu = nil
return
end
end
end
end
Mouse.init2
Mouse.setbb(合成方式,
透明速度,
下降速度,
X放大率,
Y放大率,残光,残影,旋转,动态)
@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
if @mouse_x != mouse_x or @mouse_y != mouse_y
moving(@mouse_x, @mouse_y)
@mouse_x, @mouse_y = mouse_x,mouse_y
end
if @mouse_sprite != nil
@mouse_sprite.x = mouse_x
@mouse_sprite.y = mouse_y
end
if @anima == true
if @npc == true
if @count == 80
@count = 0
@npc = false
else
@count += 1
end
if FileTest.exist?("Graphics/Mouse/npc_#{@count/10}.png")
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/npc_#{@count/10}.png")
end
elsif @coach == true
if @count == 60
@count = 0
@coach = false
else
@count += 1
end
if FileTest.exist?("Graphics/Mouse/coach_#{@count/10}.png")
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/coach_#{@count/10}.png")
end
elsif @enemy == true
if @count == 60
@count = 0
@enemy= false
else
@count += 1
end
if FileTest.exist?("Graphics/Mouse/#{@count/10 + 4}.png")
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10 + 4}.png")
end
elsif @wait == true
if @count == 60
@count = 0
@wait = false
else
@count += 1
end
if FileTest.exist?("Graphics/Mouse/wait_#{@count/10}.png")
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/wait_#{@count/10}.png")
end
else
@count == 40 ? @count = 0 : @count += 1
if FileTest.exist?("Graphics/Mouse/#{@count/10}.png")
@mouse_sprite.bitmap = Bitmap.new("Graphics/Mouse/#{@count/10}.png")
end
end
end
self.show_light(@mouse_sprite.x, mouse_y)
self.check
if left_down[7] == 1
@left_repeat = (not @left_repeat)
@left_trigger = (not @left_press)
@left_press = true
else
@left_press = false
@left_trigger = false
@left_repeat = false
end
if right_down[7] == 1
@right_repeat = (not @right_repeat)
@right_trigger = (not @right_press)
@right_press = true
else
@right_press = false
@right_trigger = false
@right_repeat = false
end
end
def self.get_mouse_pos
point_var = [0, 0].pack('ll')
if $GetCursorPos.call(point_var) != 0
if $ScreenToClient.call($Window_HWND, point_var) != 0
x, y = point_var.unpack('ll')
if (x < 0) or (x > 10000) then x = 0 end
if (y < 0) or (y > 10000) then y = 0 end
if x > Graphics.width then x = Graphics.width end
if y > Graphics.height then y = Graphics.height end
return x, y
else
return 0, 0
end
else
return 0, 0
end
end
def self.press?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_press
end
elsif mouse_code == RIGHT
return @right_press
else
return false
end
end
def self.trigger?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_trigger
end
elsif mouse_code == RIGHT
return @right_trigger
else
return false
end
end
def self.repeat?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_repeat
end
elsif mouse_code == RIGHT
return @right_repeat
else
return false
end
end
def self.click_lock?
return @click_lock
end
def self.click_lock
@click_lock = true
end
def self.click_unlock
@click_lock = false
end
end
module Input
if @self_update == nil
@self_update = method('update')
@self_press = method('press?')
@self_trigger = method('trigger?')
@self_repeat = method('repeat?')
end
def self.update
@self_update.call
Mouse.update
end
def self.press?(key_code)
if @self_press.call(key_code)
return true
end
if key_code == C
return Mouse.press?(Mouse::LEFT)
elsif key_code == B
return Mouse.press?(Mouse::RIGHT)if !SceneManager.scene_is?(Scene_Map)
else
return @self_press.call(key_code)
end
end
def self.trigger?(key_code)
if @self_trigger.call(key_code)
return true
end
if key_code == C
return Mouse.trigger?(Mouse::LEFT)
elsif key_code == B
return Mouse.trigger?(Mouse::RIGHT) if !SceneManager.scene_is?(Scene_Map)
else
return @self_trigger.call(key_code)
end
end
def self.repeat?(key_code)
if @self_repeat.call(key_code)
return true
end
if key_code == C
return Mouse.repeat?(Mouse::LEFT)
elsif key_code == B
return Mouse.repeat?(Mouse::RIGHT)if !SceneManager.scene_is?(Scene_Map)
else
return @self_repeat.call(key_code)
end
end
end
class Window_Selectable
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
#self.cursor_rect.empty
self_update
if self.active and item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...item_max
@index = i
update_cursor
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
$data_system.sounds[0].play
end
break
end
end
if Input.trigger?(Input::F9)
p top_x,top_y,Mouse.get_mouse_pos
end
if mouse_not_in_rect
@index = index_var
update_cursor
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
class Window_NameInput
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
#self.cursor_rect.empty
self_update
if self.active
index_var = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in (0...HIRAGANA.size).to_a.push(180)
@index = i
update_cursor
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
#
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
=begin
class Window_InputNumber
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
#self.cursor_rect.empty
self_update
mouse_x, mouse_y = Mouse.get_mouse_pos
if self.active and @digits_max > 0
index_var = @index
mouse_not_in_rect = true
for i in 0...@digits_max
@index = i
#update_cursor
top_x = self.cursor_rect.x + self.x + 16
bottom_x = top_x + self.cursor_rect.width
#
if (mouse_x > top_x) and (mouse_x < bottom_x)
mouse_not_in_rect = false
break
end
end
if mouse_not_in_rect
@index = index_var
#update_cursor
Mouse.click_lock
else
Mouse.click_unlock
end
end
if @last_mouse_y == nil
@last_mouse_y = mouse_y
end
check_pos = (@last_mouse_y - mouse_y).abs
if check_pos > 10
#$game_system.se_play($data_system.cursor_se)
place = 10 ** (@digits_max - 1 - @index)
n = @number / place % 10
@number -= n * place
n = (n + 1) % 10 if mouse_y < @last_mouse_y
n = (n + 9) % 10 if mouse_y > @last_mouse_y
@number += n * place
refresh
@last_mouse_y = mouse_y
end
end
end
=end
class Scene_File
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
Mouse.click_lock
idx = 0
for i in @savefile_windows
top_x = i.x + 16
top_y = i.y + 16
bottom_x = top_x + i.width
bottom_y = top_y + i.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
i.selected = true
if @file_index != idx
@file_index = idx
$data_system.sounds[0].play
end
Mouse.click_unlock
else
i.selected = false
end
idx += 1
end
self_update
end
end
class Game_Player
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
if @last_move_x == nil
@last_move_x = false
end
if Mouse.trigger?(Mouse::RIGHT)
Mouse.right_menu(mouse_x, mouse_y)
Graphics.update
elsif Mouse.press?(Mouse::LEFT)
if Mouse.mouse_touch == true
Mouse.mouse_touch = false
return
end
Mouse.plight
Mouse.wait
last_moving = moving?
last_direction = @direction
# return unless movable?
# return if $game_map.interpreter.running?
unless moving? or $game_map.interpreter.running?
last_x = @x
if @last_move_x
@last_move_x = false
elsif mouse_x > screen_x + 16
move_straight(6)
elsif mouse_x < screen_x - 16
move_straight(4)
end
last_y = @y
if last_x != @x
@last_move_x = true
elsif mouse_y > screen_y
move_straight(2)
elsif mouse_y < screen_y - 32
move_straight(8)
end
=begin
if last_y != @y
@last_move_x = false
elsif not @last_move_x
case last_direction
when 2
turn_down
when 4
turn_left
when 6
turn_right
when 8
turn_up
end
end
=end
end
end
self_update
end
end
Mouse.init
END { Mouse.exit }
class Window_Base < Window
attr_accessor :x_mod
attr_accessor :y_mod
alias ka_initialize initialize
def initialize(x, y, width, height)
ka_initialize(x, y, width, height)
self.x_mod = 0
self.y_mod = 0
end
end
class Window_PartyCommand < Window_Command
alias ka1_initialize initialize
def initialize
ka1_initialize
self.y_mod = Graphics.height-128
end
end
class Window_ActorCommand < Window_Command
alias ka2_initialize initialize
def initialize
ka2_initialize
self.x_mod = -128
self.y_mod = Graphics.height-128
end