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)
# 开关
TRANSPARENT_SWITCH = true
# 开关编号
TRANSPARENT_SWITCHES_INDEX = 3
# 举例:第一个为true,第二个为3,则打开3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、4什么的。
TRAIN_ACTOR_SIZE_MAX = 4
# 跟随距离,例如0为紧贴,1为分开一个身位
TRAIN_ACTOR_DISTANCE = 1
# 定数
#Input::DOWN = 2
#Input::LEFT = 4
#Input::RIGHT = 6
#Input::UP = 8
DOWN_LEFT = 1
DOWN_RIGHT = 3
UP_LEFT = 7
UP_RIGHT = 9
JUMP = 5
# 插入空角色,造成分开一段距离跟随的假象
TRAIN_ACTOR_SIZE_MAX = TRAIN_ACTOR_SIZE_MAX * (TRAIN_ACTOR_DISTANCE+1) + 1
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
#
#==============================================================================
class Game_Party_Actor < Game_Character
attr_reader :name, :stop_name, :appellation, :name_color, :character_hue
def initialize
super()
@name = ""
@appellation = ""
@name_color = 0
@through = true
@save = false
@character_hue
end
def setup(actor)
@actor = actor
# 设定角色的文件名和色调
if actor != nil
@name = actor.name
@appellation = actor.appellation
@name_color = actor.name_color
@character_name = actor.character_name
@character_hue = actor.character_hue
@character_hue = actor.battler_hue
else
@character_name = ""
@character_hue = 0
@name = @appellation = ""
end
# 初始化不透明度和合成方法
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
attr_writer :move_speed
attr_writer :step_anime
end
#==============================================================================
# ■ Spriteset_Map_Module
#------------------------------------------------------------------------------
#
#==============================================================================
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
#==============================================================================
# ■ Scene_Map_Module
#------------------------------------------------------------------------------
#
#==============================================================================
module Scene_Map_Module
def setup_actor_character_sprites(characters)
$spriteset.setup_actor_character_sprites(characters)
end
end
#==============================================================================
# ■ Game_Party_Module
#------------------------------------------------------------------------------
#
#==============================================================================
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
if i % (TRAIN_ACTOR_DISTANCE+1) == 0
@characters[i-1].setup(actors[i/(TRAIN_ACTOR_DISTANCE+1)])
end
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
character.move_speed = $game_player.move_speed
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
def move_list_setup
for i in 0 .. TRAIN_ACTOR_SIZE_MAX
@move_list[i] = nil
end
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
#==============================================================================
# ■ Move_List_Element
#------------------------------------------------------------------------------
#
#==============================================================================
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 passable?(@x, @y, Input::DOWN)
$game_party.move_down_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
@direction = 1
$game_party.move_lower_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
can_go?(@x, @y + 1)
@direction = 3
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_left(turn_enabled = true)
if passable?(@x, @y, Input::LEFT)
$game_party.move_left_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
can_go?(@x - 1, @y)
@direction = 7
$game_party.move_upper_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
can_go?(@x - 1, @y)
@direction = 1
$game_party.move_lower_left_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_right(turn_enabled = true)
if passable?(@x, @y, Input::RIGHT)
$game_party.move_right_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
can_go?(@x + 1, @y)
@direction = 9
$game_party.move_upper_right_party_actors
increase_steps
elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
can_go?(@x + 1, @y)
@direction = 3
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
end
super(turn_enabled)
end
def move_up(turn_enabled = true)
if passable?(@x, @y, Input::UP)
$game_party.move_up_party_actors(turn_enabled)
#..........................................................................
elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
can_go?(@x, @y - 1)
@direction = 7
$game_party.move_upper_left_party_actors
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
can_go?(@x, @y - 1)
@direction = 9
$game_party.move_upper_right_party_actors
increase_steps
#..........................................................................
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
@direction = 1
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
$game_party.move_lower_left_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
$game_party.move_down_party_actors
@direction = 2
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
$game_party.move_left_party_actors
@direction = 4
increase_steps
#..........................................................................
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
@direction = 3
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
$game_party.move_lower_right_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
$game_party.move_down_party_actors
@direction = 2
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
$game_party.move_right_party_actors
@direction = 6
increase_steps
#..........................................................................
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
@direction = 7
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
$game_party.move_upper_left_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
$game_party.move_up_party_actors
@direction = 8
increase_steps
elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
$game_party.move_left_party_actors
@direction = 4
increase_steps
#..........................................................................
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
@direction = 9
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
$game_party.move_upper_right_party_actors
increase_steps
#..........................................................................
elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
$game_party.move_up_party_actors
@direction = 8
increase_steps
elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
$game_party.move_right_party_actors
@direction = 6
increase_steps
#..........................................................................
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 passable?(new_x, new_y, 0)
$game_party.jump_party_actors(x_plus, y_plus)
end
super(x_plus, y_plus)
end
attr_reader :move_speed
attr_reader :step_anime
end
end # module Train_Actor
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# 处理同伴的类。包含金钱以及物品的信息。本类的实例
# 请参考 $game_party。
#==============================================================================
class Game_Party
include Train_Actor::Game_Party_Module
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player
include Train_Actor::Game_Player_Module
end
#==============================================================================
# ■ Spriteset_Map
#------------------------------------------------------------------------------
# 处理地图画面活动块和元件的类。本类在
# Scene_Map 类的内部使用。
#==============================================================================
class Spriteset_Map
include Train_Actor::Spriteset_Map_Module
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map
include Train_Actor::Scene_Map_Module
end