Project1
标题:
战斗系统中鼠标指令
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作者:
夕仔
时间:
2014-9-9 11:33
标题:
战斗系统中鼠标指令
进入战斗后,如何做到可以直接通过点击敌人来进行普通攻击。RM的普通攻击都要先点击【攻击】命令才可以攻击。
下面是指令脚本和鼠标脚本
#==============================================================================
# ■ Scene_Battle (分割定义 3)
#------------------------------------------------------------------------------
# 处理战斗画面的类。
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ● 开始角色命令回合
#--------------------------------------------------------------------------
def start_phase3
# 转移到回合 3
@phase = 3
# 设置觉得为非选择状态
@actor_index = -1
@active_battler = nil
# 输入下一个角色的命令
phase3_next_actor
end
#--------------------------------------------------------------------------
# ● 转到输入下一个角色的命令
#--------------------------------------------------------------------------
def phase3_next_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最后的角色的情况
if @actor_index == $game_party.actors.size-1
# 开始主回合
start_phase4
return
end
# 推进角色索引
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 转向前一个角色的命令输入
#--------------------------------------------------------------------------
def phase3_prior_actor
# 循环
begin
# 角色的明灭效果 OFF
if @active_battler != nil
@active_battler.blink = false
end
# 最初的角色的情况下
if @actor_index == 0
# 开始同伴指令回合
start_phase2
return
end
# 返回角色索引
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# 如果角色是在无法接受指令的状态就再试
end until @active_battler.inputable?
# 设置角色的命令窗口
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ● 设置角色指令窗口
#--------------------------------------------------------------------------
def phase3_setup_command_window
# 同伴指令窗口无效化
#@party_command_window.active = false
#@party_command_window.visible = false
actor = @active_battler
# 角色指令窗口无效化
if actor.id < 20
@actor_command_window.active = true
@actor_command_window.visible = true
@baby_command_window.active = false
@baby_command_window.visible = false
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 设置角色指令窗口的位置
@actor_command_window.x = $game_party.actors[@actor_index].screen_x - 30 #@actor_index * 160
@actor_command_window.y = $game_party.actors[@actor_index].screen_y - @actor_command_window.height - 32
#设置宽度
@actor_command_window.width = 100
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 设置索引为 0
@actor_command_window.index = 0
else
@baby_command_window.active = true
@baby_command_window.visible = true
@actor_command_window.active = false
@actor_command_window.visible = false
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 设置角色指令窗口的位置
@baby_command_window.x = $game_party.actors[@actor_index].screen_x - 30 #@actor_index * 160
@baby_command_window.y = $game_party.actors[@actor_index].screen_y - @baby_command_window.height - 32
#设置宽度
@baby_command_window.width = 100
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 设置索引为 0
@baby_command_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合)
#--------------------------------------------------------------------------
def update_phase3
# 敌人光标有效的情况下
if @enemy_arrow != nil
update_phase3_enemy_select
# 角色光标有效的情况下
elsif @actor_arrow != nil
update_phase3_actor_select
# 特技窗口有效的情况下
elsif @skill_window != nil
update_phase3_skill_select
# 物品窗口有效的情况下
elsif @item_window != nil
update_phase3_item_select
#召唤窗口有效的情况下
elsif @call_window != nil
update_phase3_call_select
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
elsif @baby_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择特技)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# 设置特技窗口为可视状态
@skill_window.visible = true
# 刷新特技窗口
@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)
# 结束特技选择
end_skill_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取特技选择窗口现在选择的特技的数据
[url=home.php?mod=space&uid=260100]@skill[/url] = @skill_window.skill
#无法使用的情况下
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
# 去掉后面的那段东西,角色死亡后,仍然可以选择特技!
if @skill == nil or @skill.occasion == 3
# ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.skill_id = @skill.id
#记录当前使用的法术id
@active_battler.past_skill = @active_battler.current_action.skill_id
@active_battler.past_action = 1
# 设置特技窗口为不可见状态
@skill_window.visible = false
# 效果范围是敌单体的情况下
if @skill.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @skill.scope == 3 or @skill.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 选择特技结束
end_skill_select
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (角色命令回合 : 选择物品)
#--------------------------------------------------------------------------
def update_phase3_item_select
# 设置物品窗口为可视状态
@item_window.visible = true
# 刷新物品窗口
@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)
# 选择物品结束
end_item_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品窗口现在选择的物品资料
@item = @item_window.item
if @item != nil
# 无法使用的情况下
if $game_party.item_can_use?(@item.id) or @item.occasion < 2
else
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.item_id = @item.id
# 设置物品窗口为不可见状态
@item_window.visible = false
# 效果范围是敌单体的情况下
if @item.scope == 1
# 开始选择敌人
start_enemy_select
# 效果范围是我方单体的情况下
elsif @item.scope == 3 or @item.scope == 5
# 开始选择角色
start_actor_select
# 效果范围不是单体的情况下
else
# 物品选择结束
end_item_select
# 转到下一位角色的指令输入
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面画面 (角色命令回合 : 选择敌人)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# 刷新敌人箭头
@enemy_arrow.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)
# 选择敌人结束
end_enemy_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.target_index = @enemy_arrow.index
# 选择敌人结束
end_enemy_select
# 显示特技窗口中的情况下
if @skill_window != nil
# 结束特技选择
end_skill_select
end
# 显示物品窗口的情况下
if @item_window != nil
# 结束物品选择
end_item_select
end
# 转到下一位角色的指令输入
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ● 画面更新 (角色指令回合 : 选择角色)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# 刷新角色箭头
@actor_arrow.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)
# 选择角色结束
end_actor_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.target_index = @actor_arrow.index
# 选择角色结束
end_actor_select
# 显示特技窗口中的情况下
if @skill_window != nil
# 结束特技选择
end_skill_select
end
# 显示物品窗口的情况下
if @item_window != nil
# 结束物品选择
end_item_select
end
# 转到下一位角色的指令输入
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ● 画面更新 (角色指令回合 : 选择宝宝)
#--------------------------------------------------------------------------
def update_phase3_call_select
# 刷新角色箭头
@call_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)
# 选择角色结束
end_call_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品窗口现在选择的物品资料
if @call_window.commands.size > 0
battler_id = @call_window.commands[@call_window.index].id
if battler_id == @active_battler.baby
elsif $game_actors[battler_id].hp0?
else
@active_battler.fighting_baby(battler_id)
end
else
return
end
end_call_select
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ● 开始选择宝宝
#--------------------------------------------------------------------------
def start_baby_select
# 生成宝宝选择窗口
@call_window = Window_Baby_Command.new(@active_battler)
@call_window.active = true
@call_window.visible = true
@call_window.opacity = 255
# 设置角色指令窗口的位置
@call_window.x = @active_battler.screen_x - 30
@call_window.y = @active_battler.screen_y - @actor_command_window.height
# 无效化角色指令窗口
@baby_command_window.active = false
@baby_command_window.visible = false
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择宝宝
#--------------------------------------------------------------------------
def end_call_select
# 释放物品窗口
@call_window.dispose
@call_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
if @active_battler.id < 20
@actor_command_window.active = true
@actor_command_window.visible = true
else
@baby_command_window.active = true
@baby_command_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 开始选择敌人
#--------------------------------------------------------------------------
def start_enemy_select
# 生成敌人箭头
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport4)
# 关联帮助窗口
@enemy_arrow.help_window = @help_window
# 无效化角色指令窗口
@baby_command_window.active = false
@baby_command_window.visible = false
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 开始选择敌人
#--------------------------------------------------------------------------
def start_default_enemy_select
# 生成敌人箭头
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport4)
# 关联帮助窗口
@enemy_arrow.help_window = @help_window
end
#--------------------------------------------------------------------------
# ● 结束选择敌人
#--------------------------------------------------------------------------
def end_enemy_select
# 释放敌人箭头
@enemy_arrow.dispose
@enemy_arrow = nil
@help_window.visible = false
# 指令为 [战斗] 的情况下
if @active_battler.id < 20
if @actor_command_window.index == 0 or @actor_command_window.index == 4
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
# 隐藏帮助窗口
@help_window.visible = false
end
else
if @baby_command_window.index == 0
# 有效化角色指令窗口
@baby_command_window.active = true
@baby_command_window.visible = true
# 隐藏帮助窗口
@help_window.visible = false
end
end
end
#--------------------------------------------------------------------------
# ● 开始选择角色
#--------------------------------------------------------------------------
def start_actor_select
# 生成角色箭头
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# 关联帮助窗口
@actor_arrow.help_window = @help_window
# 无效化角色指令窗口
@baby_command_window.active = false
@baby_command_window.visible = false
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择角色
#--------------------------------------------------------------------------
def end_actor_select
# 释放角色箭头
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# ● 开始选择特技
#--------------------------------------------------------------------------
def start_skill_select
# 生成特技窗口
@skill_window = Window_Skill.new(@active_battler)
# 关联帮助窗口
@skill_window.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
@baby_command_window.active = false
@baby_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 选择特技结束
#--------------------------------------------------------------------------
def end_skill_select
# 释放特技窗口
if @skill_window != nil
@skill_window.dispose
end
@skill_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
if @active_battler.id < 20
@actor_command_window.active = true
@actor_command_window.visible = true
else
@baby_command_window.active = true
@baby_command_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 开始选择物品
#--------------------------------------------------------------------------
def start_item_select
# 生成物品窗口
@item_window = Window_Item.new
# 关联帮助窗口
@item_window.help_window = @help_window
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
@baby_command_window.active = false
@baby_command_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束选择物品
#--------------------------------------------------------------------------
def end_item_select
# 释放物品窗口
@item_window.dispose
@item_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
if @active_battler.id < 20
@actor_command_window.active = true
@actor_command_window.visible = true
else
@baby_command_window.active = true
@baby_command_window.visible = true
end
end
end
复制代码
鼠标脚本
#==============================================================================
# ■ 完整鼠标系统(八方向)
#------------------------------------------------------------------------------
# 使用时务必配合专用寻路算法
# By whbm
# 不若怀念修改
#==============================================================================
#下面做一下介绍与使用说明:
# 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
#宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
#后果了吧)
# 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
#角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
#的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
#点,那时在单击NPC即可。
# 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
#件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
#内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
#那两个注释。
# 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
#==============================================================================
class Game_Event
attr_accessor :flag
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有自定义的事件并返回类型
#--------------------------------------------------------------------------
def check_event_custom(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
if event.list != nil
for i in 0...event.list.size
if event.list[i].parameters[0] == "Item" #类型判断
event.flag = 1
elsif event.list[i].parameters[0] == "Npc" #类型判断
event.flag = 2
else
event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志
end
return event.flag #返回事件类型标志
end
end
end
end
return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志
return $mouse_icon_id #使鼠标图不变化
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有事件可以开启
#--------------------------------------------------------------------------
def check_event_custom_start(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
#判断是否鼠标在事件上
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
way_x = $game_player.x - event.x
way_y = $game_player.y - event.y
if [1,0,-1].include?($game_player.x-event.x) and [1,0,-1].include?($game_player.y-event.y)
for i in 0...event.list.size
if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 3 if way_y == -1
p_direction = 6 if way_y == 0
p_direction = 9 if way_y == 1
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 1 if way_y == -1
p_direction = 4 if way_y == 0
p_direction = 7 if way_y == 1
end
event.start #开启事件
return 1, p_direction #返回即将开启事件以及角色朝向
end
end
end
end
end
return 0, 5 #返回不会开启事件以及角色朝向不变
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否存在自定义事件 for 寻路
#--------------------------------------------------------------------------
def check_event_custom_exist(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 8
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
for i in 0...event.list.size
return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
end
end
end
return 0, event #返回不存在自定义事件,以及事件体
end
end
#=================以下两个用来调整战斗时的手感问题,可以自己试试。
$敌人选框扩大 = 20
$角色选框扩大 = 30
#==============================================================================
# ● API调用
#==============================================================================
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
$GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
$ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
$GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
$Window_HWND = $GetActiveWindow.call
$GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
module Mouse
LEFT = 0x01
RIGHT = 0x02
def self.init(sprite = nil)
$ShowCursor.call(0)
@show_cursor = false
@mouse_sprite = Sprite.new
@mouse_sprite.z = 99999
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/001-Weapon01.png')
@left_press = false
@right_press = false
@left_trigger = false
@right_trigger = false
@left_repeat = false
@right_repeat = false
@click_lock = false
@wait_count = 8#待机动画循环时间
@mosue_pic = 1#鼠标待机动画编号
#鼠标点击动画
@chick_animation = RPG::Sprite.new
@ani_x = @chick_animation.x
@ani_y = @chick_animation.y
#更新
update
end
#------------------------------------------------------------------------------
# 设置鼠标点击动画
#------------------------------------------------------------------------------
def self.animation(animation,x,y)
@ani_x = x
@ani_y = y
x -= $game_map.display_x / 4
y -= $game_map.display_y / 4
if animation == nil
@chick_animation.animation(nil,0)
else
@chick_animation.x = x
@chick_animation.y = y
@chick_animation.animation(animation,0)
end
end
#------------------------------------------------------------------------------
# 更新鼠标点击动画
#------------------------------------------------------------------------------
def self.update_animation
if $scene.is_a?(Scene_Map)
x = @ani_x
y = @ani_y
x -= $game_map.display_x / 4
y -= $game_map.display_y / 4
@chick_animation.x, @chick_animation.y = x, y
end
@chick_animation.update
end
def self.exit
@mouse_sprite.bitmap.dispose
@mouse_sprite.dispose
@chick_animation.animation(nil,0)
@chick_animation.dispose
@show_cursor = true
$ShowCursor.call(1)
end
def self.mouse_debug
return @mouse_debug.bitmap
end
def self.update
update_animation
if $_OnFocus.call != 0
left_down = $GetKeyState.call(0x01)
right_down = $GetKeyState.call(0x02)
else
left_down = 0
right_down = 0
end
if $scene.is_a?(Scene_Map) == false
$mouse_icon_id = 0
end
if $mouse_icon_id != $mouse_icon_id_last
case $mouse_icon_id
when 1
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
end
when 2
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
end
when 11
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT')
when 12
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN')
when 13
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT')
when 14
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT')
when 16
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT')
when 17
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT')
when 18
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP')
when 19
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT')
when 0
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/木剑')
end
$mouse_icon_id_last = $mouse_icon_id
end
if $mouse_icon_id == 0
if @wait_count <= 0
@mouse_sprite.bitmap = RPG::Cache.icon("mouse#{@mosue_pic}")
@mosue_pic += 1
if @mosue_pic >= 12
@mosue_pic = 1
end
@wait_count = 8
else
@wait_count -= 1
end
end
@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
if @mouse_sprite != nil
@mouse_sprite.x = mouse_x
@mouse_sprite.y = mouse_y
end
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 > 640 then x = 640 end
if y > 480 then y = 480 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)
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)
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)
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_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
$game_system.se_stop
tp_index = @index
if @index == 0
if $title == 1
Audio.se_play("Audio/SE/"+"轮回",100,100)
else
$game_system.se_play($data_system.cursor_se)
end
elsif @index ==1
if $title == 1
Audio.se_play("Audio/SE/"+"拔剑",100,100)
else
$game_system.se_play($data_system.cursor_se)
end
elsif @index ==2
if $title == 1
Audio.se_play("Audio/SE/"+"退出",100,100)
else
$game_system.se_play($data_system.cursor_se)
end
else
$game_system.se_play($data_system.cursor_se)
end
end
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
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_update
if self.active
index_var = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in (0...CHARACTER_TABLE.size).to_a.push(180)
@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
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
class Window_InputNumber
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
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_rect
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_rect
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
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
$game_system.se_play($data_system.cursor_se)
end
Mouse.click_unlock
else
i.selected = false
end
idx += 1
end
self_update
end
end
class Arrow_Enemy
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_troop.enemies do
if i.exist?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
(mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class Arrow_Actor
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_party.actors do
if i.esc?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
(mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
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。
# 鼠标控制角色的主程序
#==============================================================================
class Game_Player
if @self_alias == nil
alias self_update update
@self_alias = true
end
#--------------------------------------------------------------------------
# ● 得到鼠标的状态
#--------------------------------------------------------------------------
def get_mouse_sta
return @mouse_sta
end
#--------------------------------------------------------------------------
# ● 完整鼠标系统
#--------------------------------------------------------------------------
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
@mtp_x = mouse_x
@mtp_y = mouse_y
unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
#得到鼠标图标方向
$mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
else
#令鼠标图标为正常
$mouse_icon_id = 0 if @mouse_sta != 2
end
#单击鼠标时进行判断寻路或跟随
if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
#初始化
@mouse_sta = 1
p_direction = 5
#检查鼠标处能否开启事件
event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
#若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
@mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
if @mouse_sta != 2
#鼠标状态不为跟随状态则取数据并初始化路径
trg_x = (mouse_x + $game_map.display_x / 4) / 32
trg_y = (mouse_y + $game_map.display_y / 4) / 32
@paths = []
@paths_id = 0
if event_start == 0 #若不能开启事件
if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
#点中了宝宝
if mouse_x> 415 and mouse_x< 450 and mouse_y> 0 and mouse_y< 41
$scene = Scene_Baby.new
#点中了人物
elsif mouse_x> 510 and mouse_x< 564 and mouse_y> 0 and mouse_y< 53
common_event_id = 17
common_event = $data_common_events[common_event_id]
$game_system.map_interpreter.setup(common_event.list, 0)
#选中了道具
elsif mouse_x> 316 and mouse_x< 348 and mouse_y> 450 and mouse_y< 480
$scene = Scene_Item.new
#选中了任务
elsif mouse_x> 466 and mouse_x< 495 and mouse_y> 450 and mouse_y< 480
$scene = Scene_Task.new
#选中了系统
elsif mouse_x> 612 and mouse_x< 640 and mouse_y> 450 and mouse_y< 480
$scene = Scene_Menu.new
#选中了BB血槽
elsif mouse_x> 433 and mouse_x< 505 and mouse_y> 0 and mouse_y< 13
if $game_party.actors[0].baby != 0
baby = $game_actors[$game_party.actors[0].baby]
item_id = [2,11,16,17,18,19,20,21,22,23,34,35]
if baby.hp < baby.maxhp
for i in item_id
if $game_party.item_number(i) > 0
item = $data_items[i]
num = [(baby.maxhp - baby.hp) / item.recover_hp + 1,$game_party.item_number(i)].min
for n in 0...num
if baby.hp == 0
baby.hp = 1
end
baby.item_effect(item)
end
$game_party.lose_item(i, num)
$game_system.se_play(item.menu_se)
$scene.update_head
break
end
end
end
end
#选中了BB法槽
elsif mouse_x> 433 and mouse_x< 505 and mouse_y> 15 and mouse_y< 29
if $game_party.actors[0].baby != 0
baby = $game_actors[$game_party.actors[0].baby]
item_id = [12,24,25,26,27,28,29,30,31,32,33]
if baby.sp < baby.maxsp
for i in item_id
if $game_party.item_number(i) > 0
item = $data_items[i]
num = [(baby.maxsp - baby.sp) / item.recover_sp + 1,$game_party.item_number(i)].min
for n in 0...num
if baby.hp == 0
baby.hp = 1
end
baby.item_effect(item)
end
$game_party.lose_item(i, num)
$game_system.se_play(item.menu_se)
$scene.update_head
break
end
end
end
end
#选中了人物血槽
elsif mouse_x> 563 and mouse_x< 636 and mouse_y> 0 and mouse_y< 15
baby = $game_party.actors[0]
item_id = [2,11,16,17,18,19,20,21,22,23,34,35]
if baby.hp < baby.maxhp
for i in item_id
if $game_party.item_number(i) > 0
item = $data_items[i]
num = [(baby.maxhp - baby.hp) / item.recover_hp + 1,$game_party.item_number(i)].min
for n in 0...num
if baby.hp == 0
baby.hp = 1
end
baby.item_effect(item)
end
$game_party.lose_item(i, num)
$game_system.se_play(item.menu_se)
$scene.update_head
break
end
end
end
#选中了人物法曹
elsif mouse_x> 563 and mouse_x< 637 and mouse_y> 15 and mouse_y< 29
baby = $game_party.actors[0]
item_id = [12,24,25,26,27,28,29,30,31,32,33]
if baby.sp < baby.maxsp
for i in item_id
if $game_party.item_number(i) > 0
item = $data_items[i]
num = [(baby.maxsp - baby.sp) / item.recover_sp + 1,$game_party.item_number(i)].min
for n in 0...num
if baby.hp == 0
baby.hp = 1
end
baby.item_effect(item)
end
$game_party.lose_item(i, num)
$game_system.se_play(item.menu_se)
$scene.update_head
break
end
end
end
else
if $scene.is_a?(Scene_Map)
Mouse.animation($data_animations[138],mouse_x + 14 + $game_map.display_x / 4, mouse_y + 10 + $game_map.display_y / 4)
end
find_path = Find_Path.new
@paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
end
end
else #若能开启事件则改变角色朝向
@direction = p_direction
end
end
end
elsif Mouse.trigger?(Mouse::RIGHT)
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
if @mtp_x > self.screen_x
if @mtp_y - self.screen_y > - 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < 0.4 * ( @mtp_x - self.screen_x )
@direction = 6
end
if @mtp_y - self.screen_y > 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < 2.4 * ( @mtp_x - self.screen_x )
@direction = 3
end
if @mtp_y - self.screen_y < - 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y > - 2.4 * ( @mtp_x - self.screen_x )
@direction = 9
end
if @mtp_y - self.screen_y > 2.4 * ( @mtp_x - self.screen_x )
@direction = 2
end
if @mtp_y - self.screen_y < - 2.4 * ( @mtp_x - self.screen_x )
@direction = 8
end
end
if @mtp_x < self.screen_x
if @mtp_y - self.screen_y > - 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < 0.4 * ( self.screen_x - @mtp_x )
@direction = 4
end
if @mtp_y - self.screen_y > 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < 2.4 * ( self.screen_x - @mtp_x )
@direction = 1
end
if @mtp_y - self.screen_y < - 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y > - 2.4 * ( self.screen_x - @mtp_x )
@direction = 7
end
if @mtp_y - self.screen_y > 2.4 * ( self.screen_x - @mtp_x )
@direction = 2
end
if @mtp_y - self.screen_y < - 2.4 * ( self.screen_x - @mtp_x )
@direction = 8
end
end
end
end
#开始移动
if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
case @paths[@paths_id] #判断路径
when 6
@last_move_x = true
move_right
@paths_id += 1
@direction = 6
when 4
@last_move_x = true
move_left
@paths_id += 1
@direction = 4
when 2
@last_move_x = false
move_down
@direction = 2
@paths_id += 1
when 8
@last_move_x = false
move_up
@direction = 8
@paths_id += 1
#斜四方向
when 1
@last_move_x = false
move_lower_left
@direction = 1
@paths_id += 1
when 3
@last_move_x = false
move_lower_right
@direction = 3
@paths_id += 1
when 7
@last_move_x = false
move_upper_left
@direction = 7
@paths_id += 1
when 9
@last_move_x = false
move_upper_right
@direction = 9
@paths_id += 1
end
end
end
elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
if Mouse.press?(Mouse::LEFT) #持续按住鼠标
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
#跟随方向判断并跟随
if @mtp_x > self.screen_x
if @mtp_y - self.screen_y > - 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < 0.4 * ( @mtp_x - self.screen_x )
move_right
$mouse_icon_id = 16
@direction = 6
end
if @mtp_y - self.screen_y > 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < 2.4 * ( @mtp_x - self.screen_x )
move_lower_right
$mouse_icon_id = 13
@direction = 3
end
if @mtp_y - self.screen_y < - 0.4 * ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y > - 2.4 * ( @mtp_x - self.screen_x )
move_upper_right
$mouse_icon_id = 19
@direction = 9
end
if @mtp_y - self.screen_y > 2.4 * ( @mtp_x - self.screen_x )
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - 2.4 * ( @mtp_x - self.screen_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
if @mtp_x < self.screen_x
if @mtp_y - self.screen_y > - 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < 0.4 * ( self.screen_x - @mtp_x )
move_left
$mouse_icon_id = 14
@direction = 4
end
if @mtp_y - self.screen_y > 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < 2.4 * ( self.screen_x - @mtp_x )
move_lower_left
$mouse_icon_id = 11
@direction = 1
end
if @mtp_y - self.screen_y < - 0.4 * ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y > - 2.4 * ( self.screen_x - @mtp_x )
move_upper_left
$mouse_icon_id = 17
@direction = 7
end
if @mtp_y - self.screen_y > 2.4 * ( self.screen_x - @mtp_x )
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - 2.4 * ( self.screen_x - @mtp_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
end
else #没状态的情况
$mouse_icon_id = 0
@mouse_sta = 0
@paths_id = @paths.size #终止寻路移动
end
end
self_update
end
end
Mouse.init
END { Mouse.exit }
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