Project1
标题:
嗯嗯,夜想曲的图标拖动。
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作者:
Ж纯Ж蓝Ж
时间:
2011-1-30 13:59
标题:
嗯嗯,夜想曲的图标拖动。
本帖最后由 Ж纯Ж蓝Ж 于 2011-1-30 14:57 编辑
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2011-1-30 13:57 上传
继昨天之后,有人提出拖动技能和物品放进快捷栏的设定。
恩,这是个很好的想法呢。
但是对鼠标系统一无所知的我就来发悬赏啦。
不知道大家对实现这个系统有什么好的方法。
或者有成果的来让我借鉴下吧0 0
然后做出来的直接可以给VV哦>\\\\<
作者:
fux2
时间:
2011-1-30 13:59
本帖最后由 fux2 于 2011-1-30 20:28 编辑
以下是脚本文件
Scripts.rar
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2011-1-30 18:50 上传
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class Window_KeyCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(553, 83, 144, 600)
self.contents = Bitmap.new(width - 29, height - 29)
self.opacity = 0
@item_max = 7
@column_max = 7
@commands = ["A", "S", "D", "F","G","H","J"]
refresh
self.index = -1
self.active = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
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::UP)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
end
def update2
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_rect
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
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@index = -1
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def refresh(actor=nil)
self.contents.clear
if actor != nil
u = 0
for key in ["A", "S", "D", "F","G","H","J"]
skill = $game_skills[actor.key[key]]
if !skill.nil?
bitmap = RPG::Cache.icon(skill.icon_name)
y = u * 32 - 10
self.contents.font.size = 12
self.contents.font.color = Color.new(255,255,255,255)
self.contents.blt(4,y+35,bitmap,Rect.new(0,0,30,30))
self.contents.draw_text(4, y+44, 128, 32, "SP:#{skill.sp_cost}")
end
u += 1
end
end
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
y = index * 32
self.contents.font.size = 16
self.contents.font.color = Color.new(20,20,20)
self.contents.draw_text(25, y+33, 128, 32, @commands[index])
self.contents.font.color = Color.new(135,175,255)
self.contents.draw_text(24, y+32, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 30
# 计算光标坐标
y = @index * 32
# 更新国标矩形
self.cursor_rect.set(6, y+26, 28, 28)
end
end
#==============================================================================
# ■ Scene_Key
#------------------------------------------------------------------------------
# 处理中快捷键的类。
#==============================================================================
class Scene_Item_Key < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
super()
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main_start
super
# 获取角色
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
@help_window = Window_Help.new
@item_window = Window_Item.new#(@actor)
@item_window.z -= 98
@item_window.height = 256
@item_window.back_opacity = 160
@help_window.back_opacity = 160
@key_window = Window_Item_KeyCommand.new
@key_window.refresh(@actor)
# 关联帮助窗口
@item_window.help_window = @help_window
@windows.push(@help_window)
@windows.push(@item_window)
@windows.push(@key_window)
end
def make_sprite
@spriteset = Spriteset_Map.new
@arpg_actor = ARPG_Actor.new
end
def dispose_sprite
@spriteset.dispose
@arpg_actor.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@arpg_actor.update
if @item_window.active
update_item
return
end
if @key_window.active
update_key
return
end
end
def get_up
$fux2.x = Mouse.get_mouse_pos[0] - 8
$fux2.y = Mouse.get_mouse_pos[1] - 8
end
#--------------------------------------------------------------------------
# ● 刷新技能窗口
#--------------------------------------------------------------------------
def update_item
@item_window.update
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Map.new
return
end
# 按下 C 键的场合下
if Input.trigger?(Input::C)
item = @item_window.item
return if !$game_party.item_can_use?(item.id)
M.ok
@item_window.active = false
@key_window.active = true
@key_window.index = 0
end
if Mouse.trigger?(Mouse::LEFT)
M.ok
@key_window.index = -1
item = @item_window.data[@item_window.index]
return if item == nil
$fux2.bitmap = RPG::Cache.icon(item.icon_name)
loop do
Graphics.update
# 刷新输入情报
Input.update
if Mouse.press?(Mouse::LEFT)
@key_window.update2
get_up
else
@key_window.refresh
if @key_window.index >= 0
$fux2.bitmap.dispose
@key_window.update2
item = @item_window.item
case @key_window.index
when 0
key_start("Z",item)
when 1
key_start("X",item)
when 2
key_start("C",item)
when 3
key_start("V",item)
when 4
key_start("B",item)
when
key_start("N",item)
when 6
key_start("M",item)
end
else
$fux2.bitmap.dispose
@item_window.active = true
@key_window.active = false
@key_window.index = -1
@key_window.refresh(@actor)
M.eq
end
break
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新选择键位
#--------------------------------------------------------------------------
def update_key
@key_window.update
if Input.trigger?(Input::C)
item = @item_window.item
case @key_window.index
when 0
key_start("Z",item)
when 1
key_start("X",item)
when 2
key_start("C",item)
when 3
key_start("V",item)
when 4
key_start("B",item)
when
key_start("N",item)
when 6
key_start("M",item)
end
end
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
@item_window.active = true
@key_window.active = false
@key_window.index = -1
return
end
end
#--------------------------------------------------------------------------
# ● 设置键位
#--------------------------------------------------------------------------
def key_start(key,item)
if item.nil?
@actor.item_key[key] = 0
else
@actor.item_key[key] = item.id
end
@item_window.active = true
@key_window.active = false
@key_window.index = -1
@key_window.refresh(@actor)
M.eq
return
end
end
#==============================================================================
# ■ Window_Item_KeyCommand
#------------------------------------------------------------------------------
# 选择快捷键的窗口
#==============================================================================
class Window_Item_KeyCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(585, 83, 144, 600)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@item_max = 7
@column_max = 7
@commands = ["Z", "X", "C","V","B","N","M"]
refresh
self.index = -1
self.active = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh(actor=nil)
self.contents.clear
if actor != nil
u = 0
for key in ["Z", "X", "C","V","B","N","M"]
item = $data_items[actor.item_key[key]]
if !item.nil?
if $game_party.item_number(item.id) == 0
actor.item_key[key] = 0
refresh(actor)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
y = u * 32 - 10
self.contents.font.size = 12
self.contents.font.color = Color.new(255,255,255,255)
self.contents.blt(0,y+35,bitmap,Rect.new(0,0,32,32))
self.contents.draw_text(6, y+44, 128, 32, "x")
self.contents.draw_text(13, y+44, 128, 32, "#{$game_party.item_number(item.id)}")
end
u += 1
end
end
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
y = index * 32
self.contents.font.size = 16
self.contents.font.color = Color.new(20,20,20)
self.contents.draw_text(25, y+33, 128, 32, @commands[index])
self.contents.font.color = Color.new(135,175,255)
self.contents.draw_text(24, y+32, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN)
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::UP)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
end
def update2
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_rect
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
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@index = -1
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
# 计算光标坐标
y = @index * 32
# 更新国标矩形
self.cursor_rect.set(6, y+26, 28, 28)
end
end
#==============================================================================
# ■ Scene_Key
#------------------------------------------------------------------------------
# 处理中快捷键的类。
#==============================================================================
class Scene_Key < Scene_Base
#--------------------------------------------------------------------------
# ● 初始化对像
# actor_index : 角色索引
#--------------------------------------------------------------------------
def initialize(actor_index = 0)
@actor_index = actor_index
super()
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main_start
super
@actor = $game_party.actors[@actor_index]
# 生成帮助窗口、状态窗口、特技窗口
@help_window = Window_Help.new
@skill_window = Window_Skill.new(@actor)
@skill_window.z -= 98
@skill_window.height = 256
@skill_window.back_opacity = 160
@help_window.back_opacity = 160
@key_window = Window_KeyCommand.new
@key_window.refresh(@actor)
# 关联帮助窗口
@skill_window.help_window = @help_window
@windows.push(@help_window)
@windows.push(@skill_window)
@windows.push(@key_window)
end
def make_sprite
@spriteset = Spriteset_Map.new
@arpg_actor = ARPG_Actor.new
end
def dispose_sprite
@spriteset.dispose
@arpg_actor.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@arpg_actor.update
if @skill_window.active
update_skill
return
end
if @key_window.active
update_key
return
end
end
def get_up
$fux2.x = Mouse.get_mouse_pos[0] - 8
$fux2.y = Mouse.get_mouse_pos[1] - 8
update
end
#--------------------------------------------------------------------------
# ● 刷新技能窗口
#--------------------------------------------------------------------------
def update_skill
@skill_window.update
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到菜单画面
$scene = Scene_Map.new
return
end
# 按下 C 键的场合下
if Input.trigger?(Input::C)
M.ok
@skill_window.active = false
@key_window.active = true
@key_window.index = 0
end
if Mouse.trigger?(Mouse::LEFT)
M.ok
skill = @skill_window.data[@skill_window.index]
return if skill == nil
$fux2.bitmap = RPG::Cache.icon(skill.icon_name)
M.ok
loop do
Graphics.update
# 刷新输入情报
Input.update
if Mouse.press?(Mouse::LEFT)
@key_window.update2
get_up
else
$fux2.bitmap.dispose
@key_window.refresh
if @key_window.index >= 0
@key_window.update
skill = @skill_window.skill
case @key_window.index
when 0
key_start("A",skill)
when 1
key_start("S",skill)
when 2
key_start("D",skill)
when 3
key_start("F",skill)
when 4
key_start("G",skill)
when 5
key_start("H",skill)
when 6
key_start("J",skill)
end
else
$fux2.bitmap.dispose
@skill_window.active = true
@key_window.active = false
@key_window.index = -1
@key_window.refresh(@actor)
M.eq
end
break
end
end
end
end
#--------------------------------------------------------------------------
# ● 刷新选择键位
#--------------------------------------------------------------------------
def update_key
@key_window.update
if Input.trigger?(Input::C)
skill = @skill_window.skill
case @key_window.index
when 0
key_start("A",skill)
when 1
key_start("S",skill)
when 2
key_start("D",skill)
when 3
key_start("F",skill)
when 4
key_start("G",skill)
when 5
key_start("H",skill)
when 6
key_start("J",skill)
end
end
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@key_window.active = false
@key_window.index = -1
return
end
end
#--------------------------------------------------------------------------
# ● 设置键位
#--------------------------------------------------------------------------
def key_start(key,skill)
if skill.nil?
@actor.key[key] = 0
else
@actor.key[key] = skill.id
end
@skill_window.active = true
@key_window.active = false
@key_window.index = -1
@key_window.refresh(@actor)
M.eq
return
end
end
复制代码
作者:
chaochao
时间:
2011-1-30 15:03
定义一个全局变量,在鼠标按下的时候将鼠标位置上的东西设置成为拖动中的东西,鼠标放开的时候就将拖动中的东西设置到目的地就行了……
chaochao于2011-1-30 15:11补充以下内容:
还可以将拖动中的东西的图标跟随鼠标。
作者:
lianran123456
时间:
2011-1-30 15:23
本帖最后由 lianran123456 于 2011-1-30 15:24 编辑
用传统的鼠标脚本
再加上神尊老大的SOUL系统(需要改一改)RMVX的
OK~~~~~~~~~
欢迎光临 Project1 (https://rpg.blue/)
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