def 按钮(x,y,xx,yy)
mouse_x, mouse_y = Mouse.get_mouse_pos
if mouse_x> x and mouse_x< xx and mouse_y> y and mouse_y< yy
if Input.trigger?(Input::C)
return 3
end
return 2
else
return 1
end
end
#============================================================================
#By 华峰 按钮
#============================================================================
class Xz按钮
def initialize(name,x,y,z = 9999)
@name = name
@x = x
@y = y
@按钮 = Sprite.new
@按钮.x,@按钮.y,@按钮.z = x,y,z
@按钮.bitmap = RPG::Cache.picture(@name+"1")
end
def dispose
@按钮.bitmap.dispose
@按钮.dispose
@按钮 = nil
end
def update
return false if @按钮.nil?
@按钮.bitmap = RPG::Cache.picture(@name + "1")
mouse_x, mouse_y = Mouse.get_mouse_pos
if mouse_x> @x and
mouse_x< @x + @按钮.bitmap.width and
mouse_y> @y and
mouse_y< @y + @按钮.bitmap.height and
@按钮.bitmap.get_pixel(mouse_x-@按钮.x, mouse_y-@按钮.y).alpha > 0
@按钮.bitmap = RPG::Cache.picture(@name + "2")
if Kboard.keyb($Rmouse_BUTTON_L) == 1
@按钮.bitmap = RPG::Cache.picture(@name + "3")
$anokt = true
else
if $anokt == true
$anokt = false
return 3
end
end
return 2
else
@按钮.bitmap = RPG::Cache.picture(@name + "1")
return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1
return 1
end
end
def update2
return false if @按钮.nil?
#@按钮.bitmap = RPG::Cache.picture(@name + "1")
@按钮.tone.set(0,0,0)
mouse_x, mouse_y = Mouse.get_mouse_pos
if mouse_x> @x and
mouse_x< @x + @按钮.bitmap.width and
mouse_y> @y and
mouse_y< @y + @按钮.bitmap.height and
@按钮.bitmap.get_pixel(mouse_x-@按钮.x, mouse_y-@按钮.y).alpha > 0
#@按钮.bitmap = RPG::Cache.picture(@name + "2")
@按钮.tone.set(50,50,50)
if Kboard.keyb($Rmouse_BUTTON_L) == 1
#@按钮.bitmap = RPG::Cache.picture(@name + "3")
@按钮.tone.set(-50,-50,-50)
$anokt = true
else
if $anokt == true
$anokt = false
return 3
end
end
return 2
else
#@按钮.bitmap = RPG::Cache.picture(@name + "1")
@按钮.tone.set(0,0,0)
return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1
return 1
end
end
end
class Anniu
def 按钮生成(min = 1, maxa = 1, z = 9999) #区间a-b
if $anniuq == nil
$anniu = []
$anniuq = 0
end
for i in min..maxa
$anniu[i] = Sprite.new
$anniu[i].z = z
#$anniu[$anniuq].bitmap = RPG::Cache.picture($anniuname + "1")
end
end
elsif mouse_x> $ydpdx2[$yidonga] and mouse_x< $ydpdxx2[$yidonga] and mouse_y> $ydpdy2[$yidonga] and mouse_y< $ydpdyy2[$yidonga]
elsif mouse_x> $ydpdx3[$yidonga] and mouse_x< $ydpdxx3[$yidonga] and mouse_y> $ydpdy3[$yidonga] and mouse_y< $ydpdyy3[$yidonga]
elsif mouse_x> $ydpdx4[$yidonga] and mouse_x< $ydpdxx4[$yidonga] and mouse_y> $ydpdy4[$yidonga] and mouse_y< $ydpdyy4[$yidonga]
elsif mouse_x> $ydpdx5[$yidonga] and mouse_x< $ydpdxx5[$yidonga] and mouse_y> $ydpdy5[$yidonga] and mouse_y< $ydpdyy5[$yidonga]
else
if $yidongw[$yidonga] == true
$yidongxxx[$yidonga] = $yidongxx[$yidonga]
$yidongyyy[$yidonga] = $yidongyy[$yidonga]
$yidongw[$yidonga] = false
end
if @@tit == true
$yidongx[$yidonga] = mouse_x
$yidongy[$yidonga] = mouse_y
end
$yidongxx[$yidonga] = mouse_x - $yidongx[$yidonga] + $yidongxxx[$yidonga]
$yidongyy[$yidonga] = mouse_y - $yidongy[$yidonga] + $yidongyyy[$yidonga]
$ydpdxxx[$yidonga] = $yidongxx[$yidonga]
$ydpdyyy[$yidonga] = $yidongyy[$yidonga]
return 3
end
end
else
$yidongx[$yidonga] = mouse_x
$yidongy[$yidonga] = mouse_y
$yidongw[$yidonga] = true
@@tit = false
end
if mouse_x> $ydpdx[$yidonga] and mouse_x< $ydpdxx[$yidonga] and mouse_y> $ydpdy[$yidonga] and mouse_y< $ydpdyy[$yidonga]
if mouse_x> $ydpdx1[$yidonga] and mouse_x< $ydpdxx1[$yidonga] and mouse_y> $ydpdy1[$yidonga] and mouse_y< $ydpdyy1[$yidonga]
return 1
elsif mouse_x> $ydpdx2[$yidonga] and mouse_x< $ydpdxx2[$yidonga] and mouse_y> $ydpdy2[$yidonga] and mouse_y< $ydpdyy2[$yidonga]
return 1
elsif mouse_x> $ydpdx3[$yidonga] and mouse_x< $ydpdxx3[$yidonga] and mouse_y> $ydpdy3[$yidonga] and mouse_y< $ydpdyy3[$yidonga]
return 1
elsif mouse_x> $ydpdx4[$yidonga] and mouse_x< $ydpdxx4[$yidonga] and mouse_y> $ydpdy4[$yidonga] and mouse_y< $ydpdyy4[$yidonga]
return 1
elsif mouse_x> $ydpdx5[$yidonga] and mouse_x< $ydpdxx5[$yidonga] and mouse_y> $ydpdy5[$yidonga] and mouse_y< $ydpdyy5[$yidonga]
return 1
else
if Input.trigger?(Input::B)
return 2
end
end
else
return 0
end
end
def x(a)
$yidonga = a
return $ydpdxxx[$yidonga]
end
def y(a)
$yidonga = a
return $ydpdyyy[$yidonga]
end
end
#============================================================================
class Anniu2
def 按钮生成(maxa) #最大数量1为第一
for i in 1..maxa
if $anniuq2 == nil
$anniu2 = []
$anniuq2 = 0
end
$anniu2[$anniuq2] = Sprite.new
$anniu2[$anniuq2].z = 9999
#$anniu[$anniuq].bitmap = RPG::Cache.picture($anniuname + "1")
$anniuq2 += 1
end
end
def 按钮判断(x,y,name,a,b = nil)
$anniuqq2 = a - 1
$anniunameq2 = name
$anniux2 = x
$anniuy2 = y
$anniuname2 = name
$anniu2[$anniuqq2].x = $anniux2
$anniu2[$anniuqq2].y = $anniuy2
@b = b
if @b == nil
$anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "1")
mouse_x, mouse_y = Mouse.get_mouse_pos
if mouse_x> $anniux2 and mouse_x< $anniux2 + $anniu2[$anniuqq2].bitmap.width and mouse_y> $anniuy2 and mouse_y< $anniuy2 + $anniu2[$anniuqq2].bitmap.height and
$anniu2[$anniuqq2].bitmap.get_pixel(mouse_x-$anniu2[$anniuqq2].x, mouse_y-$anniu2[$anniuqq2].y).alpha > 0
$anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "2")
if Kboard.keyb($Rmouse_BUTTON_L) == 1
$anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "3")
$anokt2 = true
else
if $anokt2 == true
$anokt2 = false
return 3
end
end
return 2
else
$anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "1")
return 1 if Kboard.keyb($Rmouse_BUTTON_L) == 1
return 1
end
else
$anniu2[$anniuqq2].bitmap = RPG::Cache.picture($anniunameq2 + "4")
end
end
def 按钮释放
for i in 1..$anniuq2
#p $anniuq - i
$anniu2[$anniuq2 - i].dispose
end
$anniuq2 = 0
end
end