def let_user_choose_a_goal_for_spawn(group) # 演奏确定 SE $game_system.se_play($data_system.decision_se) #临时存储=$游戏玩家。字符名称 temp_storage = $game_player.character_name #最终x=无 final_x = nil #最终y=无 final_y = nil #cp=组.队长 cp = group.captain x = cp.x y = cp.y # cp.转向战斗者(cp.找到最近的敌人) cp.turn_toward_fighter(cp.find_closest_enermy) #$游戏玩家。字符名称=cp.字符名称 $game_player.character_name = cp.character_name #游戏玩家。移动(X,Y) $game_player.moveto(x,y) #$游戏玩家。透明=错误 $game_player.transparent = false #游戏玩家方向= cp.方向 $game_player.direction = cp.direction loop do #循环 do pl = $game_player#游戏玩家 # @efs最后一个实数x=pl.实数x @efs_last_real_x = pl.real_x # @efs最后一个实数y=pl.实数y @efs_last_real_y = pl.real_y #游戏系统更新 $game_system.update #游戏_屏幕更新 $game_screen.update @spriteset.update#精灵集更新 Input.update #输入更新 # _更新生成(组)的命令和输入 _update_comand_input_for_spawn(group) Graphics.update#图形更新 if Input.trigger?(Input::C)#如果输入触发器?(输入::C) if if_user_can_deploy(group)#if-if用户可以部署(组) # 演奏确定 SE $game_system.se_play($data_system.decision_se) #最终x=游戏玩家.x final_x = $game_player.x ##最终y=游戏玩家.y final_y = $game_player.y break else $game_system.se_play($data_system.buzzer_se) end #user can end #if if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) #spawn_groups #break end end #loop #游戏玩家。透明度=真如果@玩家控制 $game_player.transparent = true if @player_controll #$游戏玩家。字符名称=临时存储 $game_player.character_name = temp_storage return final_x, final_y end #def
1.png (156.23 KB, 下载次数: 19)
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |