Project1
标题:
让主角可以打斜走并且不是按格子
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作者:
黑之翅膀
时间:
2010-9-12 14:36
标题:
让主角可以打斜走并且不是按格子
游戏制作大师手感不好就在这里,按一下←,走完一格踩停下,以前我用过一个脚本,可以按任何方向走并且不受格子控制,按住↑+→面向上然后45度走
作者:
wangswz
时间:
2010-9-12 14:50
自言自语
作者:
lzy136188230
时间:
2010-9-12 16:18
八方行走
这个八方行走就可以达到lz说的效果
作者:
黑之翅膀
时间:
2010-9-21 17:45
不是这个,我要不按格子的,这个还是按格子
作者:
越前リョーマ
时间:
2010-9-21 17:51
XP里看到过,什么dot像素移动……
作者:
黑之翅膀
时间:
2010-9-24 12:17
作者:
猫猫~
时间:
2010-9-24 12:28
本帖最后由 猫猫~ 于 2010-9-24 12:30 编辑
不就是全方向移动么?
全方向ドット移動 Ver ε
复制代码
$ud_ok = true #上下失效
$airjump = 1 #空中连跳
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
# ————————————————————————————————————
# 全方向ドット移動 Ver ε
# 配布元・サポートURL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# プレイヤーを扱うクラスです。イベントの起動判定や、マップのスクロールなどの
# 機能を持っています。このクラスのインスタンスは $game_player で参照されます。
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 定数
#--------------------------------------------------------------------------
UP = 48 # 上方向の余裕(0 < UP < 63)
DOWN = 16 # 下方向の余裕(0 < DOWN <63)
SIDE = 32 # 左右方向の余裕(0 < SIDE <63)
SLANT = false # 移動ルートの斜め移動時、速度修正
JUMPMAX = 100
JUMPADD = 10
#--------------------------------------------------------------------------
# ● 公開インスタンス変数
#--------------------------------------------------------------------------
attr_reader :event # イベント時移動速度
attr_accessor :move_speed # 移動速度
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
alias :update_original :update
def update
# @walk:歩行速度 @dash:ダッシュ時移動速度
# @event:イベント時移動速度(0の時は、イベント時に速度変更をしない)
@walk = 4
@dash = 5
@event = 4
@dot_m = true
#ダッシュ機能。エンターキーが押されている間、移動速度を変更する。
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
if @walk != @dash
if Input.press?(Input::C)
if @move_speed != @dash
@move_speed = @dash
end
else
if @move_speed != @walk
@move_speed = @walk
end
end
end
end
if @revise_x == nil and @revise_y == nil
@revise_x = 0
@revise_y = 0
end
unless @dot_m
update_original
return
end
if @move_route_forcing
# ローカル変数に移動中かどうかを記憶
last_moving = moving?
# ローカル変数に座標を記憶
last_real_x = @real_x
last_real_y = @real_y
# 座標がずれている場合
if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
end
# 移動距離distance1と目標距離distance2を設定
distance1 = 2 ** @move_speed
distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
# 移動距離が目標距離を越えた場合
if distance1 > distance2
# 強制的に補正座標を零にする
@real_x = @real_x - @revise_x
@real_y = @real_y - @revise_y
@revise_x = 0
@revise_y = 0
anime_update
# 移動距離が目標距離に達しない場合
else
# 移動距離分目標距離に近づく
@real_x -= (distance1 * @revise_x / distance2).round
@real_y -= (distance1 * @revise_y / distance2).round
@revise_x = @real_x - @x * 128
@revise_y = @real_y - @y * 128
anime_update
end
else
super
end
else
@move = false
# 移動中、イベント実行中、移動ルート強制中、
# メッセージウィンドウ表示中のいずれでもない場合
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
@event_run = false
# 方向ボタンが押されていれば、その方向へプレイヤーを移動
#---------------------------上下失效-----------------------------------------
case Input.dir8
when 1
$ud_ok ? move_lower_left_p : move_left_p
when 2
# $ud_ok ? move_down_p : move_down_aaaagq
move_down_p if $ud_ok
when 3
$ud_ok ? move_lower_right_p : move_right_p
when 4
move_left_p
when 6
move_right_p
when 7
$ud_ok ? move_upper_left_p : move_left_p
when 8
# $ud_ok ? move_up_p : move_up_aaaagq
move_up_p if $ud_ok
when 9
$ud_ok ? move_upper_right_p : move_right_p
end
end
# ローカル変数に座標を記憶
last_real_x = @real_x
last_real_y = @real_y
# 移動処理
@real_x = @x * 128 + @revise_x
@real_y = @y * 128 + @revise_y
# ローカル変数に移動中かどうかを記憶
last_moving = moving?
# 座標更新
move_on
# 現在の座標と以前の座標が異なる場合
if (last_real_x != @real_x or last_real_y != @real_y)
@move_distance = 0 if @move_distance == nil
@move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
(last_real_y - @real_y) ** 2)
if @move_distance >= 128
@move_distance %= 128
increase_steps
end
# アニメーションを更新
anime_update
else
@pattern = 0
end
end
# キャラクターが下に移動し、かつ画面上の位置が中央より下の場合
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# マップを下にスクロール
$game_map.scroll_down(@real_y - last_real_y)
end
# キャラクターが左に移動し、かつ画面上の位置が中央より左の場合
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# マップを左にスクロール
$game_map.scroll_left(last_real_x - @real_x)
end
# キャラクターが右に移動し、かつ画面上の位置が中央より右の場合
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# マップを右にスクロール
$game_map.scroll_right(@real_x - last_real_x)
end
# キャラクターが上に移動し、かつ画面上の位置が中央より上の場合
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# マップを上にスクロール
$game_map.scroll_up(last_real_y - @real_y)
end
# 前回プレイヤーが移動中だった場合
if last_moving
# 同位置のイベントとの接触によるイベント起動判定
result = check_event_trigger_here([1,2])
if result == true
if (last_real_x / 128.0).round != @x and
(last_real_y / 128.0).round != @y
if @direction == 2 or @direction == 8
if (last_real_x / 128.0).round > @x
turn_left
else
turn_right
end
else
if (last_real_y / 128.0).round > @y
turn_up
else
turn_down
end
end
elsif (last_real_x / 128.0).round > @x
turn_left
elsif (last_real_x / 128.0).round < @x
turn_right
elsif (last_real_y / 128.0).round > @y
turn_up
elsif (last_real_y / 128.0).round < @y
turn_down
end
end
# 起動したイベントがない場合
if result == false
# デバッグモードが ON かつ CTRL キーが押されている場合を除き
unless $DEBUG and Input.press?(Input::CTRL)
# エンカウント カウントダウン
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
#-----------------------按跳跃-----------------------------------------------
# A ボタンが押された場合
if Input.press?(Input::A) and not $ud_ok
@twojump = 1 if @twojump == 0 and down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, 5, true)
if (not @apassed) and @twojump <= $airjump
@apassed = true
@jumpnow = JUMPMAX
@twojump += 1
else
@jumpnow += 3
end
else
@apassed = false
end
#----------------------自由落体--------------------------------
if not $ud_ok
@jumpnow -= 10
if @jumpnow < 0
@jumpnow = [@jumpnow, -JUMPMAX].max
if not down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, -@jumpnow, true)
@jumpnow = 0
@twojump = 0
end
elsif @jumpnow > 0
@jumpnow = [@jumpnow, JUMPMAX].min
if not up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, @jumpnow, true)
@jumpnow = 0
end
end
end
if Input.trigger?(Input::C)
# 同位置および正面のイベント起動判定
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize
@jumpnow = 0
@twojump = 0
@apassed = false
@revise_x = 0
@revise_y = 0
@move == false
super
end
#--------------------------------------------------------------------------
# ● 移動判定
#--------------------------------------------------------------------------
def moving?
unless @dot_m
result = super
return result
end
# 強制移動の場合オリジナルの判定をさせる
if @move_route_forcing
if @move == false
return false
end
super
# 通常時は現座標が実座標と異なる場合のみ移動中と判定
else
return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
end
end
#--------------------------------------------------------------------------
# ● 移動判定
#--------------------------------------------------------------------------
def moving_a?
if @move == false
if (@move_route.list[@move_route_index].code <= 14 or
@move_route.list[@move_route_index].code == 25)
@move = true
end
return false
end
moving?
end
#--------------------------------------------------------------------------
# ● フレーム更新 (ジャンプ)
#--------------------------------------------------------------------------
def update_jump
# ジャンプカウントを 1 減らす
@jump_count -= 1
# 新しい座標を計算
@real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
if @jump_count == 0
@revise_x = 0
@revise_y = 0
end
end
#--------------------------------------------------------------------------
# ● 移動タイプ : カスタム
#--------------------------------------------------------------------------
def move_type_custom
unless @dot_m
super
return
end
# 停止中でなければ中断
if jumping? or moving_a?
return
end
# 移動コマンドのリストの最後に到達するまでループ
while @move_route_index < @move_route.list.size
# 移動コマンドを取得
command = @move_route.list[@move_route_index]
# コマンドコード 0 番 (リストの最後) の場合
if command.code == 0
# オプション [動作を繰り返す] が ON の場合
if @move_route.repeat
# 移動ルートのインデックスを最初に戻す
@move_route_index = 0
end
# オプション [動作を繰り返す] が OFF の場合
unless @move_route.repeat
# 移動ルート強制中の場合
if @move_route_forcing and not @move_route.repeat
# 移動ルートの強制を解除
@move_route_forcing = false
# オリジナルの移動ルートを復帰
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
# 停止カウントをクリア
@stop_count = 0
end
return
end
# 移動系コマンド (下に移動~ジャンプ) の場合
if command.code <= 14
# コマンドコードで分岐
case command.code
when 1 # 下に移動
move_down
when 2 # 左に移動
move_left
when 3 # 右に移動
move_right
when 4 # 上に移動
move_up
when 5 # 左下に移動
move_lower_left
when 6 # 右下に移動
move_lower_right
when 7 # 左上に移動
move_upper_left
when 8 # 右上に移動
move_upper_right
when 9 # ランダムに移動
move_random
when 10 # プレイヤーに近づく
move_toward_player
when 11 # プレイヤーから遠ざかる
move_away_from_player
when 12 # 一歩前進
move_forward
when 13 # 一歩後退
move_backward
when 14 # ジャンプ
jump(command.parameters[0], command.parameters[1])
end
# オプション [移動できない場合は無視] が OFF で、移動失敗の場合
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
# ウェイトの場合
if command.code == 15
# ウェイトカウントを設定
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
# 向き変更系のコマンドの場合
if command.code >= 16 and command.code <= 26
# コマンドコードで分岐
case command.code
when 16 # 下を向く
turn_down
when 17 # 左を向く
turn_left
when 18 # 右を向く
turn_right
when 19 # 上を向く
turn_up
when 20 # 右に 90 度回転
turn_right_90
when 21 # 左に 90 度回転
turn_left_90
when 22 # 180 度回転
turn_180
when 23 # 右か左に 90 度回転
turn_right_or_left_90
when 24 # ランダムに方向転換
turn_random
when 25 # プレイヤーの方を向く
turn_toward_player
when 26 # プレイヤーの逆を向く
turn_away_from_player
end
@move_route_index += 1
return
end
# その他のコマンドの場合
if command.code >= 27
# コマンドコードで分岐
case command.code
when 27 # スイッチ ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # スイッチ OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # 移動速度の変更
@move_speed = command.parameters[0]
when 30 # 移動頻度の変更
@move_frequency = command.parameters[0]
when 31 # 移動時アニメ ON
@walk_anime = true
when 32 # 移動時アニメ OFF
@walk_anime = false
when 33 # 停止時アニメ ON
@step_anime = true
when 34 # 停止時アニメ OFF
@step_anime = false
when 35 # 向き固定 ON
@direction_fix = true
when 36 # 向き固定 OFF
@direction_fix = false
when 37 # すり抜け ON
@through = true
when 38 # すり抜け OFF
@through = false
when 39 # 最前面に表示 ON
@always_on_top = true
when 40 # 最前面に表示 OFF
@always_on_top = false
when 41 # グラフィック変更
@tile_id = 0
@character_name = command.parameters[0]
@character_hue = command.parameters[1]
if @original_direction != command.parameters[2]
@direction = command.parameters[2]
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != command.parameters[3]
@pattern = command.parameters[3]
@original_pattern = @pattern
end
when 42 # 不透明度の変更
@opacity = command.parameters[0]
when 43 # 合成方法の変更
@blend_type = command.parameters[0]
when 44 # SE の演奏
$game_system.se_play(command.parameters[0])
when 45 # スクリプト
result = eval(command.parameters[0])
end
@move_route_index += 1
return
end
end
end
#--------------------------------------------------------------------------
# ● 下に移動
#--------------------------------------------------------------------------
def move_down_p
# 下を向く
turn_down
# 移動距離を算出
distance = 2 ** @move_speed
down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def move_down_aaaagq
distance = 2 ** @move_speed
down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# ● 下に移動可能かどうかの判定1
#--------------------------------------------------------------------------
def down1(x, y, distance, down = false)
result = down2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y+1)
return result
end
if @revise_x < -SIDE
result = down2(x, y + 1, distance, 4)
result &= down2(x - 1, y, distance)
if result == false
if down
move_lower_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = down2(x, y + 1, distance, 6)
result &= down2(x + 1, y, distance)
if result == false
if down
move_lower_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
# 下に移動可能ならば距離分移動
@revise_y += distance
return result
end
#--------------------------------------------------------------------------
# ● 下に移動可能かどうかの判定2
#--------------------------------------------------------------------------
def down2(x, y, distance, d = 2)
if @revise_y + distance > DOWN
unless passable?(x, y, d)
if @revise_y < DOWN
@revise_y = DOWN
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# ● 左に移動
#--------------------------------------------------------------------------
def move_left_p
# 左を向く
turn_left
distance = 2 ** @move_speed
left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# ● 左に移動可能かどうかの判定1
#--------------------------------------------------------------------------
def left1(x, y, distance, left = false)
result = left2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x-1, y)
return result
end
if @revise_y < -UP and $ud_ok
result = left2(x - 1, y, distance, 8)
result &= left2(x, y - 1, distance)
if result == false
if left
move_lower_left_p
if @revise_y > DOWN
@revise_y = DOWN
end
end
return result
end
elsif @revise_y > DOWN and $ud_ok
result = left2(x - 1, y, distance, 2)
result &= left2(x, y + 1, distance)
if result == false
if left
move_upper_left_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x -= distance
return result
end
#--------------------------------------------------------------------------
# ● 左に移動可能かどうかの判定2
#--------------------------------------------------------------------------
def left2(x, y, distance, d = 4)
if @revise_x - distance < -SIDE
unless passable?(x, y, d)
if @revise_x > -SIDE
@revise_x = -SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# ● 右に移動
#--------------------------------------------------------------------------
def move_right_p
# 右を向く
turn_right
distance = 2 ** @move_speed
right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# ● 右に移動可能かどうかの判定1
#--------------------------------------------------------------------------
def right1(x, y, distance, right = false)
result = right2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x+1, y)
return result
end
if @revise_y < -UP and $ud_ok
result = right2(x + 1, y, distance, 8)
result &= right2(x, y - 1, distance)
if result == false
if right
move_lower_right_p
if @revise_y > DOWN
@revise_y = DOWN
end
end
return result
end
elsif @revise_y > DOWN and $ud_ok
result = right2(x + 1, y, distance, 2)
result &= right2(x, y + 1, distance)
if result == false
if right
move_upper_right_p
if @revise_y < -UP
@revise_y = -UP
end
end
return result
end
end
@revise_x += distance
return result
end
#--------------------------------------------------------------------------
# ● 右に移動可能かどうかの判定2
#--------------------------------------------------------------------------
def right2(x, y, distance, d = 6)
if @revise_x + distance > SIDE
unless passable?(x, y, d)
if @revise_x < SIDE
@revise_x = SIDE
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# ● 上に移動
#--------------------------------------------------------------------------
def move_up_p
# 上を向く
turn_up
# 下に移動
distance = 2 ** @move_speed
up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
def move_up_aaaagq
distance = 2 ** @move_speed
up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance, true)
end
#--------------------------------------------------------------------------
# ● 上に移動可能かどうかの判定1
#--------------------------------------------------------------------------
def up1(x, y, distance, up = false)
result = up2(x, y, distance)
if result == false
@event_run = check_event_trigger_touch(x, y-1)
return result
end
if @revise_x < -SIDE
result = up2(x, y - 1, distance, 4)
result &= up2(x - 1, y, distance)
if result == false
if up
move_upper_right_p
if @revise_x > SIDE
@revise_x = SIDE
end
end
return result
end
elsif @revise_x > SIDE
result = up2(x, y - 1, distance, 6)
result &= up2(x + 1, y, distance)
if result == false
if up
move_upper_left_p
if @revise_x < -SIDE
@revise_x = -SIDE
end
end
return result
end
end
@revise_y -= distance
return result
end
#--------------------------------------------------------------------------
# ● 上に移動可能かどうかの判定2
#--------------------------------------------------------------------------
def up2(x, y, distance, d = 8)
if @revise_y - distance < -UP
unless passable?(x, y, d)
if @revise_y > -UP
@revise_y = -UP
end
return false
end
end
return true
end
#--------------------------------------------------------------------------
# ● 左下に移動
#--------------------------------------------------------------------------
def move_lower_left_p
# 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 == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# 左下に移動
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > DOWN and -UP > @revise_y - distance
@revise_y = DOWN
end
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x + distance> SIDE and -SIDE > @revise_x
@revise_x = -SIDE
end
turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
#--------------------------------------------------------------------------
# ● 右下に移動
#--------------------------------------------------------------------------
def move_lower_right_p
# 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 == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
# 右下に移動
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 2
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 2, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y > DOWN and -UP > @revise_y - distance
@revise_y = DOWN
end
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_down if @event_run
end
end
end
#--------------------------------------------------------------------------
# ● 左上に移動
#--------------------------------------------------------------------------
def move_upper_left_p
# 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 == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# 左上に移動
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > DOWN and -UP > @revise_y
@revise_y = -UP
end
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
end
else
turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_left if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 4, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
#--------------------------------------------------------------------------
# ● 右上に移動
#--------------------------------------------------------------------------
def move_upper_right_p
# 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 == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
# 右上に移動
distance = (2 ** @move_speed) / Math.sqrt(2)
if @direction == 8
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 8, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_y + distance > DOWN and -UP > @revise_y
@revise_y = -UP
end
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
end
else
turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_right if @event_run
unless @event_run
if last_move?(@real_x, @real_y, 6, distance)
result = check_event_trigger_here([1,2], false)
if result == true
return
end
end
move_on
if @revise_x > SIDE and -SIDE > @revise_x - distance
@revise_x = SIDE
end
turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
((@y * 128 + @revise_y) / 128.0).round, distance)
turn_up if @event_run
end
end
end
#--------------------------------------------------------------------------
# ● 同位置のイベント起動判定
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers, run = true)
result = false
# イベント実行中の場合
if $game_system.map_interpreter.running?
return result
end
# 全イベントのループ
for event in $game_map.events.values
# イベントの座標とトリガーが一致した場合
if event.x == ((@x * 128 + @revise_x) / 128.0).round and
event.y == ((@y * 128 + @revise_y) / 128.0).round and
triggers.include?(event.trigger)
# ジャンプ中以外で、起動判定が同位置のイベントなら
if not event.jumping? and event.over_trigger?
if event.list.size > 1
if run == true
event.start
end
result = true
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# ● 座標修正
#--------------------------------------------------------------------------
def move_on
if @y < (@y + @revise_y / 128.0).round
@y += 1
@revise_y -= 128
end
if @x > (@x + @revise_x / 128.0).round
@x -= 1
@revise_x += 128
end
if @x < (@x + @revise_x / 128.0).round
@x += 1
@revise_x -= 128
end
if @y > (@y + @revise_y / 128.0).round
@y -= 1
@revise_y += 128
end
end
#--------------------------------------------------------------------------
# ● アニメーションアップデート
#--------------------------------------------------------------------------
def anime_update
# 移動時アニメが ON の場合
if @walk_anime
# アニメカウントを 1.5 増やす
@anime_count += 1.5
# 移動時アニメが OFF で、停止時アニメが ON の場合
elsif @step_anime
# アニメカウントを 1 増やす
@anime_count += 1
end
# アニメカウントが最大値を超えた場合
# ※最大値は、基本値 18 から移動速度 * 1 を引いた値
if @anime_count > 18 - @move_speed * 2
# 停止時アニメが OFF かつ 停止中の場合
if not @step_anime and @stop_count > 0
# パターンをオリジナルに戻す
@pattern = @original_pattern
# 停止時アニメが ON または 移動中の場合
else
# パターンを更新
@pattern = (@pattern + 1) % 4
end
# アニメカウントをクリア
@anime_count = 0
end
end
#--------------------------------------------------------------------------
# ● 指定位置に移動
#--------------------------------------------------------------------------
# オリジナルのイベントを改名
alias :moveto_original :moveto
def moveto(x, y)
# 補正座標を初期化
@revise_x = 0
@revise_y = 0
# オリジナルのイベントを呼び出し
moveto_original(x, y)
end
#--------------------------------------------------------------------------
# ● 移動したかどうかの判定
#--------------------------------------------------------------------------
def last_move?(x, y, direction, distance)
if direction == 2 or direction == 6
distance *= -1
end
if (direction == 2 or direction == 8) and
(y / 128.0).round != ((y - distance) / 128.0).round
return true
end
if (direction == 4 or direction == 6) and
(x / 128.0).round != ((x - distance) / 128.0).round
return true
end
return false
end
end
#==============================================================================
# ■ Game_Character (分割定義 1)
#------------------------------------------------------------------------------
# キャラクターを扱うクラスです。このクラスは Game_Player クラスと Game_Event
# クラスのスーパークラスとして使用されます。
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# ● フレーム更新 (移動)
#--------------------------------------------------------------------------
def update_move
# 移動速度からマップ座標系での移動距離に変換
distance = 2 ** @move_speed
if @x * 128 != @real_x and @y * 128 != @real_y and Game_Player::SLANT
distance /= Math.sqrt(2)
end
# 論理座標が実座標より下の場合
if @y * 128 > @real_y
# 下に移動
@real_y = [@real_y + distance, @y * 128].min
end
# 論理座標が実座標より左の場合
if @x * 128 < @real_x
# 左に移動
@real_x = [@real_x - distance, @x * 128].max
end
# 論理座標が実座標より右の場合
if @x * 128 > @real_x
# 右に移動
@real_x = [@real_x + distance, @x * 128].min
end
# 論理座標が実座標より上の場合
if @y * 128 < @real_y
# 上に移動
@real_y = [@real_y - distance, @y * 128].max
end
# 移動時アニメが ON の場合
if @walk_anime
# アニメカウントを 1.5 増やす
@anime_count += 1.5
# 移動時アニメが OFF で、停止時アニメが ON の場合
elsif @step_anime
# アニメカウントを 1 増やす
@anime_count += 1
end
end
end
#==============================================================================
# ■ Game_Event
#------------------------------------------------------------------------------
# イベントを扱うクラスです。条件判定によるイベントページ切り替えや、並列処理
# イベント実行などの機能を持っており、Game_Map クラスの内部で使用されます。
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● イベント起動
#--------------------------------------------------------------------------
def start
# 実行内容が空でない場合
if @list.size > 1
# $game_player.event が0でない場合
if $game_player.event != 0
# 移動速度を $game_player.event にする
$game_player.move_speed = $game_player.event
end
@starting = true
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
咚小黑
时间:
2011-8-23 11:49
=begin
================================================================================
Amethyst Custom Movement - v1.2 RMVX - 25/03/2010
================================================================================
--------------------------------------------------------------------------------
Credits\Terms of Use
--------------------------------------------------------------------------------
Created by Khas (
[email protected]
)
All Amethyst Scripts are licensed under a Creative Commons license
All Amethyst Scripts are for non-commercial projects, if you need
them for a commercial game, please send a email to
[email protected]
--------------------------------------------------------------------------------
Features
--------------------------------------------------------------------------------
This script creates an advanced movement, including "half-tile" step,
diagonal movement and an advanced touch trigger feature.
ACM is also compatible with RMVX vehicles
--------------------------------------------------------------------------------
Configuration
--------------------------------------------------------------------------------
=end
module Amcm_Config
# Enable Diagonal movement for Player?
Enable_Player_Diagonal = true
# Enable Diagonal movement for events?
Enable_Event_Diagonal = true
# Enable "half-tile" step for events?
Enable_Event_Movement = true
# Enable Advanced Trigger Touch feature?
Enable_Advanced_Touch = true
end
#-------------------------------------------------------------------------------
$Amethyst_Scripts = {} if $Amethyst_Scripts.nil?
$Amethyst_Scripts["Am Custom Movement"] = ["1.2","25/03/2010"]
class Game_Character
def amcm_integer?(value)
i = value.to_i; return value == i
end
def pos?(x, y)
if amcm_integer?(@x)
if amcm_integer?(@y)
return (@x == x and @y == y)
else
return (@x == x and (@y.to_i == y or @y.to_i+1 == y))
end
elsif amcm_integer?(@y)
return ((@x.to_i == x or @x.to_i+1 == x) and @y == y)
else
return ((@x.to_i == x or @x.to_i+1 == x)and(@y.to_i == y or @y.to_i+1 == y))
end
end
if Amcm_Config::Enable_Event_Diagonal
def move_random
case rand(8)
when 0; move_down(false)
when 1; move_left(false)
when 2; move_right(false)
when 3; move_up(false)
when 4; move_lower_left
when 5; move_lower_right
when 6; move_upper_left
when 7; move_upper_right
end
end
end
if Amcm_Config::Enable_Event_Movement
def move_down(turn_ok = true)
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x, @y+1)
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
else
turn_down if turn_ok
check_event_trigger_touch(@x, @y+1)
@move_failed = true
end
else
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@y)
if passable?(@x.to_i, @y+1) and passable?(@x.to_i+1, @y+1)
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
else
turn_down if turn_ok
check_event_trigger_touch(@x.to_i+1, @y+1)
check_event_trigger_touch(@x.to_i, @y+1)
@move_failed = true
end
else
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
end
end
def move_up(turn_ok = true)
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x, @y-1)
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
else
turn_up if turn_ok
check_event_trigger_touch(@x, @y-1)
@move_failed = true
end
else
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@y)
if passable?(@x.to_i, @y-1) and passable?(@x.to_i+1, @y-1)
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
else
turn_up if turn_ok
check_event_trigger_touch(@x.to_i, @y-1)
check_event_trigger_touch(@x.to_i+1, @y-1)
@move_failed = true
end
else
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
end
end
def move_left(turn_ok = true)
if amcm_integer?(@y)
if amcm_integer?(@x)
if passable?(@x-1, @y)
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
else
turn_left if turn_ok
check_event_trigger_touch(@x-1, @y)
@move_failed = true
end
else
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@x)
if passable?(@x-1,@y.to_i) and passable?(@x-1,@y.to_i+1)
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
else
turn_left if turn_ok
check_event_trigger_touch(@x-1, @y.to_i)
check_event_trigger_touch(@x-1, @y.to_i+1)
@move_failed = true
end
else
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
end
end
def move_right(turn_ok = true)
if amcm_integer?(@y)
if amcm_integer?(@x)
if passable?(@x+1, @y)
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
else
turn_right if turn_ok
check_event_trigger_touch(@x+1, @y)
@move_failed = true
end
else
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@x)
if passable?(@x+1,@y.to_i) and passable?(@x+1,@y.to_i+1)
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
else
turn_right if turn_ok
check_event_trigger_touch(@x+1, @y.to_i)
check_event_trigger_touch(@x+1, @y.to_i+1)
@move_failed = true
end
else
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
end
end
def move_lower_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x-1,@y) and passable?(@x-1,@y+1) and passable?(@x,@y+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x-1,@y.to_i+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i,@y+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
end
end
def move_lower_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x+1,@y) and passable?(@x+1,@y+1) and passable?(@x,@y+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x+1,@y.to_i+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i+1,@y+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
end
end
def move_upper_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x-1,@y) and passable?(@x-1,@y-1) and passable?(@x,@y-1)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x-1,@y.to_i)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i,@y-1)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
end
end
def move_upper_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x+1,@y) and passable?(@x+1,@y-1) and passable?(@x,@y-1)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x+1,@y.to_i)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i+1,@y-1)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
end
end
end
end
class Game_Player < Game_Character
if Amcm_Config::Enable_Player_Diagonal
def move_by_input
@run_event = false
return unless movable?
return if $game_map.interpreter.running?
case Input.dir8
when 1; move_lower_left
when 2; move_down
when 3; move_lower_right
when 4; move_left
when 6; move_right
when 7; move_upper_left
when 8; move_up
when 9; move_upper_right
end
end
end
def get_amx(plus=false)
if plus
case @direction
when 2; amcm_integer?(@x) ? i = @x : i = false
when 4; amcm_integer?(@x) ? i = @x-1 : i = false
when 6; amcm_integer?(@x) ? i = @x+1 : i = false
when 8; amcm_integer?(@x) ? i = @x : i = false
end
return i
else
amcm_integer?(@x) ? i = @x : i = [@x.to_i,@x.to_i+1]; return i
end
end
def get_amy(plus=false)
if plus
case @direction
when 2; amcm_integer?(@y) ? i = @y+1 : i = false
when 4; amcm_integer?(@y) ? i = @y : i = false
when 6; amcm_integer?(@y) ? i = @y : i = false
when 8; amcm_integer?(@y) ? i = @y-1 : i = false
end
return i
else
amcm_integer?(@y) ? i = @y : i = [@y.to_i,@y.to_i+1]; return i
end
end
if Amcm_Config::Enable_Advanced_Touch
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
ax = get_amx
ay = get_amy
if ax.is_a?(Array)
if ay.is_a?(Array)
for event in $game_map.events_xy(ax[0],ay[0])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
for event in $game_map.events_xy(ax[0],ay[1])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
for event in $game_map.events_xy(ax[1],ay[0])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
for event in $game_map.events_xy(ax[1],ay[1])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
else
for event in $game_map.events_xy(ax[0],ay)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
for event in $game_map.events_xy(ax[1],ay)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
end
elsif ay.is_a?(Array)
for event in $game_map.events_xy(ax,ay[0])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
for event in $game_map.events_xy(ax,ay[1])
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
else
for event in $game_map.events_xy(ax,ay)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
return true if event.starting
end
end
end
return result
end
else
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
end
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = get_amx(true)
front_y = get_amy(true)
return if !front_x or !front_y
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
def get_on_vehicle
front_x = get_amx(true)
front_y = get_amy(true)
if $game_map.airship.pos?(@x, @y)
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y)
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y)
get_on_boat
return true
end
return false
end
def force_vland
if amcm_integer?(@x)
if amcm_integer?(@y)
return
else
case @direction
when 2; move_forward
when 8; move_forward
else
case rand(2)
when 0; move_up
when 1; move_down
end
end
end
elsif amcm_integer?(@y)
case @direction
when 4; move_forward
when 6; move_forward
else
case rand(2)
when 0; move_left
when 1; move_right
end
end
else
case @direction
when 2;
case rand(2)
when 0; move_lower_right
when 1; move_lower_left
end
when 4;
case rand(2)
when 0; move_lower_left
when 1; move_upper_left
end
when 6;
case rand(2)
when 0; move_lower_right
when 1; move_upper_right
end
when 8;
case rand(2)
when 0; move_upper_right
when 1; move_upper_left
end
end
end
return (amcm_integer?(@x) and amcm_integer?(@y))
end
def force_move_forward
@through = true
move_forward
move_forward if in_vehicle?
@through = false
end
def get_off_vehicle
if in_airship?
return if force_vland
return unless airship_land_ok?(@x, @y)
else
return if force_vland
front_x = get_amx(true)
front_y = get_amy(true)
return unless can_walk?(front_x, front_y)
end
$game_map.vehicles[@vehicle_type].get_off
if in_airship?
@direction = 2
else
force_move_forward
@transparent = false
end
@vehicle_getting_off = true
@move_speed = 4
@through = false
@walking_bgm.play
make_encounter_count
end
if not Amcm_Config::Enable_Event_Movement
def move_down(turn_ok = true)
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x, @y+1)
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
else
turn_down if turn_ok
check_event_trigger_touch(@x, @y+1)
@move_failed = true
end
else
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@y)
if passable?(@x.to_i, @y+1) and passable?(@x.to_i+1, @y+1)
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
else
turn_down if turn_ok
check_event_trigger_touch(@x.to_i+1, @y+1)
check_event_trigger_touch(@x.to_i, @y+1)
@move_failed = true
end
else
turn_down
@y = $game_map.round_y(@y+0.5)
@real_y = (@y-0.5)*256
increase_steps
@move_failed = false
end
end
def move_up(turn_ok = true)
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x, @y-1)
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
else
turn_up if turn_ok
check_event_trigger_touch(@x, @y-1)
@move_failed = true
end
else
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@y)
if passable?(@x.to_i, @y-1) and passable?(@x.to_i+1, @y-1)
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
else
turn_up if turn_ok
check_event_trigger_touch(@x.to_i, @y-1)
check_event_trigger_touch(@x.to_i+1, @y-1)
@move_failed = true
end
else
turn_up
@y = $game_map.round_y(@y-0.5)
@real_y = (@y+0.5)*256
increase_steps
@move_failed = false
end
end
def move_left(turn_ok = true)
if amcm_integer?(@y)
if amcm_integer?(@x)
if passable?(@x-1, @y)
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
else
turn_left if turn_ok
check_event_trigger_touch(@x-1, @y)
@move_failed = true
end
else
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@x)
if passable?(@x-1,@y.to_i) and passable?(@x-1,@y.to_i+1)
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
else
turn_left if turn_ok
check_event_trigger_touch(@x-1, @y.to_i)
check_event_trigger_touch(@x-1, @y.to_i+1)
@move_failed = true
end
else
turn_left
@x = $game_map.round_x(@x-0.5)
@real_x = (@x+0.5)*256
increase_steps
@move_failed = false
end
end
def move_right(turn_ok = true)
if amcm_integer?(@y)
if amcm_integer?(@x)
if passable?(@x+1, @y)
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
else
turn_right if turn_ok
check_event_trigger_touch(@x+1, @y)
@move_failed = true
end
else
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
end
elsif amcm_integer?(@x)
if passable?(@x+1,@y.to_i) and passable?(@x+1,@y.to_i+1)
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
else
turn_right if turn_ok
check_event_trigger_touch(@x+1, @y.to_i)
check_event_trigger_touch(@x+1, @y.to_i+1)
@move_failed = true
end
else
turn_right
@x = $game_map.round_x(@x+0.5)
@real_x = (@x-0.5)*256
increase_steps
@move_failed = false
end
end
def move_lower_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x-1,@y) and passable?(@x-1,@y+1) and passable?(@x,@y+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x-1,@y.to_i+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i,@y+1)
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x -= 0.5
@y += 0.5
increase_steps
@move_failed = false
end
end
def move_lower_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x+1,@y) and passable?(@x+1,@y+1) and passable?(@x,@y+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x+1,@y.to_i+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i+1,@y+1)
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x += 0.5
@y += 0.5
increase_steps
@move_failed = false
end
end
def move_upper_left
unless @direction_fix
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x-1,@y) and passable?(@x-1,@y-1) and passable?(@x,@y-1)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x-1,@y.to_i)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i,@y-1)
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x -= 0.5
@y -= 0.5
increase_steps
@move_failed = false
end
end
def move_upper_right
unless @direction_fix
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
if amcm_integer?(@x)
if amcm_integer?(@y)
if passable?(@x+1,@y) and passable?(@x+1,@y-1) and passable?(@x,@y-1)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
if passable?(@x+1,@y.to_i)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
end
elsif amcm_integer?(@y)
if passable?(@x.to_i+1,@y-1)
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
else
@move_failed = true
end
else
@x += 0.5
@y -= 0.5
increase_steps
@move_failed = false
end
end
end
end
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