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純屬給LBQ腳本:- =begin #=======================================================================
' ] }: X- f4 _; L& N8 H% q' E - 5 E7 o z" O8 ~$ n+ N
- Sion Mouse System v1.3e Z: Q- i5 m; e. ~9 c
- * K& V+ u' X. T# I, D% ^/ ~
- Changlog
( e/ w' ~/ m& z z( s5 B% P% e -
- |" O% N+ I; X8 Y1 r- k - 2013.4.21 v1.3f. a9 ?: G1 Y* S' X' K( ~* N
- ' J8 f! B& U1 s. x( R' p6 t6 |1 Q
- 1.3f 卷动地图 bug 修正
/ U/ V& q0 ?( b3 W- A$ D, p, F -
6 p' L3 ~1 M8 z: I - 1.3e 逻辑优化;提供解除鼠标固定的接口
( X, R4 S6 `- d1 A2 O o$ G& e - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
% M3 y- ]7 K! O, n+ `# a! ~5 ] - Mouse.unlock_mouse_in_screen 解除锁定
6 e6 f: K/ N) t9 o8 \+ w# r( \* e
/ b# D5 x2 k1 M/ W2 H0 J- 1.3f bug修正4 |4 }( B8 D7 m3 S# P
- % G$ ]- [5 ]$ n' \( H1 s, k; G
- 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及) t- s5 v( l. j2 P7 X; C
- 关闭菜单时,鼠标是否移动到原来的位置。, X! E0 M0 f" e7 d- O
- A' @" \, A4 K2 h
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处5 D; E" }8 i I8 @2 s
- - L, V3 X' Q" m% l3 x9 `. h
- 1.3b 修正一些罕见的bug;
( a! g7 c2 G* t9 u
3 \% r) h6 Q3 L- 1.3a 代码小修改; ~) F) r1 u# j" n
- 加入了鼠标点击启动事件的功能,7 U4 `% P( ~( D$ \
- 在事件中加入“注释”: 鼠标启动 ,/ \; u% U5 j4 {; W% p, v$ l
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。4 s$ V. R) D, R/ i( F j( z E
-
2 ~$ b v. Z( G$ W - 2013.2.12 v1.2( S& _! y/ Z/ U( c6 \% y% s0 ?
- 9 a- ^. I$ |& }4 @/ p: T7 u
- 寻路逻辑优化;
8 Q; ^; I4 `8 B( V - 优化了事件判断,现在点击事件附近的格子,移动到指定点后不会触发该事件了;) o3 _; y+ D0 M" O: H- T P
- 现在支持用鼠标来操作载具了。
4 T* j( l0 b$ D& K; t- w - 5 e( B3 ~) {, A( e2 K0 n
- 2013.2.8 v1.1
0 k4 R6 j: ?. Y8 s8 m& ?1 m - + s. p2 ?( \) g6 U. r$ M
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
# k% ~+ B7 W+ t0 o) c/ [, {/ x9 W: i - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;, g7 l- n9 u3 r
- 移动时,路径指示点的绘制更加稳定;
, l* f& U( @' w o4 C9 V2 y - 现在支持默认存档画面的鼠标操作了。
2 F/ l% ]+ U+ C6 ]7 ?
) T7 W5 Y& k" \2 v2 j, H
* h0 C: u1 N. _( y- OrigenVersion9 s4 g. w* u* w# a
-
( s: e+ q2 v2 _ - 2013.2.7 v1.0
" ]) |$ o+ y n: l/ v - ( _" L$ D( q' u2 x' \/ G7 v
- 主要功能
% N& C7 z4 S9 [5 ~ - . t! X8 X4 E. c* r6 A! U4 |6 K
- 使用鼠标进行各种操作...( F! ^* s5 Q' I; |7 o' i
- 将鼠标锁定在游戏窗口内
) p+ b# a9 B6 ~1 H& @7 f - 自动寻路,按住 D 键可以扩大寻路的范围
: ~5 i) L! p0 y4 Q6 _. Q/ n& i - 双击鼠标进行冲刺
) e1 J* z. I0 ?+ g& R0 @; b& z - 更改地图卷动方式以适应鼠标移动
2 Z. p7 F, e. a4 p8 T8 L& N& ? - 变量输入框改良# R+ d& Y- k9 v$ L
3 Z% G# P) i/ ~; ^2 f" Z- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
! m2 [% v6 Z/ z
2 L G) [- I1 y6 _2 @/ n& ^- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
5 S- ~; r+ @( L - " a. R& ^" x! z# Y7 r
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭- s% _9 d5 z. n/ H
% |- G2 N% x" C R* |0 b
" M$ U) K6 }! `9 B, `- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★* }/ c: e( j! s' b8 `& O
- 7 r5 F& B" P5 s: b; r# }" I
- H1 W% e5 C: Y% b- X' D/ A
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
v$ F. X2 D! ?7 H
+ Y3 d# I- q' l, W* }. }, j# i" U- #==============================================================================" Z% Q+ y ~7 @9 C4 x
- # ■ 常数设置 1 L2 j& f4 Q) M3 b& ? s! A
- #==============================================================================
& W/ u$ P# Y6 C4 @- v - module KsOfSion
& R; X0 e* P) `3 e/ y; P5 g1 ? - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false/ j5 ^0 D0 l/ L, z
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑9 i7 u' E* k7 K$ d( y5 m
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
: Q5 N8 d+ o8 I7 r6 x$ @; z - Map_Scroll_Spd = 1.0 # ★ 更改地图卷动速率,请确保此值为大于0的float变量3 ^: c, e# s4 I: j: ~
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处, j: N6 o) G+ j0 u; m
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧) _, C' h; w, n3 H1 m; g; C Y
- # “30” 是默认显示格子数 长(17) + 宽(13)! `3 @% U: G' }! x
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
% w/ D( K6 Z. {( m% C - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
; D* ]4 w& W) w& s - end
" E, m, n& I# [$ }6 Y; k
0 ?# B2 n5 _2 ~* ?' S; r" `7 X- #==============================================================================6 K! Y* `* ]3 ?: u$ u: |7 l
- # ■ 用来显示路径点的类
7 l# O8 G' v0 W9 D - #==============================================================================* P9 i2 f0 ]! S0 n' p( O" @
- class Move_Sign Game_Character& L1 I2 y6 v& l o. g' j
- #--------------------------------------------------------------------------! J1 V \+ \& p. f" Q
- # ● 设置目标点指示图的各种参数,请注意要使用的图片是行走图$ O; G( v! r* x/ U+ |4 P( }( t
- #--------------------------------------------------------------------------
& J9 N) z+ F! [0 w" ~( v - def init_public_members
. |( ?) w5 a* F) { - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹5 \/ Q2 `# ~3 y; G
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0* O& E3 a' U: O# @0 d
- @move_speed = 5 # ★ 踏步速度7 @3 Q% b) ?5 h Q- O3 D
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
0 g3 Q; u* ^1 i# v9 O4 ~ - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度. I0 p7 C' v9 Z" X6 w# c
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
2 g1 ~9 e5 L, y! S Z% z - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
- S7 w% ~! S6 e0 f( t4 d9 X - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
: |0 q( U# r3 Y
4 \% Q0 A. j+ r* v; R- # E! x9 {: G+ K1 g
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
0 [+ @7 O' E4 ~ Z* @ - ( c9 Z+ N+ ]8 j- z& T/ _2 Y
. }& {3 B. Y& q: H- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图6 Z/ e6 \, S2 h; V1 u; Y
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
$ k" S' D& o/ P# E- X0 {& F - " C1 X2 V+ P z% [
- if $no_arrowpic_warn a# P" f+ N. X, F& u
- MouseShow_Cursor.call(1)) ~6 |: }$ k' \: i$ O
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
* X: N1 Z* E3 Y, b5 H# E/ I% S - . w" h i5 K* ], j9 K
- “路径指示点”将使用游戏自带图片5 L" J- f0 d+ s" H: O4 I6 A
0 t# |6 m7 G e. u8 G P- 该提示可以在脚本内关闭')
3 R6 @, G/ h" I* q: B$ z - MouseShow_Cursor.call(0)* ]; [" ~6 Y9 I3 \
- $no_arrowpic_warn = false( y0 B, w. r4 j3 p$ p8 W# Z
- end
9 H2 {: E0 @6 \. r- Y4 | - @character_name = '!Flame'
! y; L+ a. C8 R7 E! ] - @character_index = 63 X; W+ o' H) f
$ x+ F" p4 G% T4 i# B7 h& A$ x" v- end
4 A! r/ \$ h. T( s$ D - @direction_fix = false # 固定朝向8 V$ @6 U2 i* {2 m
- @move_frequency = 6 # 移动频率
/ I3 X+ M+ l' k' O5 |. n- a# L K - @walk_anime = true # 步行动画# z) s" a/ o# R% M* F c% X h+ _
- @pattern = 1 # 图案
- \+ d3 N! W0 y i( b - @through = true # 穿透/ I' R! O1 r0 W
- @bush_depth = 0 # 草木深度/ W) e" p2 C# N- v* e+ u/ Q
- @animation_id = 0 # 动画 ID2 f* d( e, T7 B& a) A% h. l
- @balloon_id = 0 # 心情 ID7 F& i; g6 J) @ B; v9 Y7 e
- @transparent = true # 透明
6 ^. m7 M6 d8 t! x z7 i8 {& U3 p - @id = 0
5 J& i9 j( E1 r; T- l: F% k - @x = 0; V2 c8 Q, q6 O2 o
- @y = 0
3 O3 E2 z w& G, m - @real_x = 0
3 f& s" ?" U; n/ l - @real_y = 0, V5 O' m: B( ~* F% P1 D
- @tile_id = 0" r( O9 J8 }, i7 X5 n" Z
- end
) O l5 D1 b) s - #--------------------------------------------------------------------------8 q& B3 ?" r( O# s: U2 x
- # ● 定义实例变量
0 C+ x3 W; W* ^% t( k - #--------------------------------------------------------------------------
( H; p; o+ _" ]9 H# s1 C I/ i0 w/ l - attr_accessor direction
K9 r2 F% G3 \* v3 O; _ - end
: ^5 d+ i: G5 |; ]: {8 N - - H" V* e7 }) @0 [
- #==============================================================================# {+ [) A- q w- w/ e# ~5 T" I
- # ■ Module Mouse+ ?1 M9 I/ Y8 \
- #==============================================================================
( E5 N+ ]9 p, A: E/ W - module Mouse) b4 n6 @5 p) z! N' {! `" s& E
- #--------------------------------------------------------------------------
' ?6 i) p+ P# Y2 W7 `) ], |3 d - # ● API2 G& f& q+ m6 G1 l% ?2 ]
- #--------------------------------------------------------------------------
' L: Y: f' ?! [ - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
1 u1 g4 M" {2 q! g) l - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
! n1 A D8 d6 D \" x) G - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'); W+ @3 M* o0 J& x( L, q
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
5 U6 L' t/ f0 O5 w0 _ - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
3 k8 c: n* ~# u4 u: T7 @3 ` - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')0 z2 h* z) a/ |* s/ O' A& E
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')" I- w! C0 s3 s3 [3 Z
- Window_Hwnd = Get_Active_Window.call; ^0 I$ G/ i) h) X
- : h6 q$ c- ?3 Z4 @- d
- class self
* G/ Y9 c$ ]2 _( m W& }5 t - #--------------------------------------------------------------------------6 n- M0 U* T& u- `
- # ● 初始化( _; L" s i0 E8 ~
- #--------------------------------------------------------------------------2 q/ M9 y. d. _
- def init
. z! r: ?+ o, y6 v3 b/ P - lock_mouse_in_screen if KsOfSionClip_Cursor
" I* y- x- U9 E. e/ T' [ - @left_state = 0
6 i& W i/ z* E% M7 ?; S7 N1 d; k - @right_state = 0
v1 A, S$ ]7 J$ ` - @ck_count = 0 # 帧数计,单击以后从0开始
* I$ D6 ^: J2 Q" ^$ f8 Q& D4 R - @dk_count = 0 # 用于双击的判定
: k; ` T7 i9 s; e - @clicked = false: A) f5 D# [& R7 Q
- creat_mouse_sprite( T, t+ N/ g8 j+ t% ]/ k
- update f) T3 r) R2 k) l1 i. }
- end
7 ?% C9 P$ h2 ^7 O: M& T - #--------------------------------------------------------------------------
6 g i3 D+ s! _" K2 G9 m - # ● 鼠标指针精灵
8 @$ V* S7 b6 W' a3 x$ T, _ - #--------------------------------------------------------------------------
5 D. a7 n% Y# r, @3 C - #~ def creat_mouse_sprite
9 q* D' E4 k3 e; f+ N8 n - #~
' c- t7 P8 V0 w. l' E0 a7 D - #~ @mouse_sprite = Sprite.new
$ [" f. s! y, e1 O* D3 j2 _ I$ Q - #~ panda = 2#rand(2)+1: D8 C5 C3 M X, k( D
- 7 i8 N# W% h4 D$ h" `
- #~ if panda = 1! G2 `( T! U; H! z& D) u9 P
- #~ if File.exist('GraphicsSystemCursor2.png'): I$ Y2 U9 |- l& |1 ?; w& C- A5 R# k
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')( a6 R; h" Q3 U) J" w, H2 x
- #~ end#with if File.exist
! z5 R; Q$ v! N- d+ j2 j+ q/ D - #~
& i# O' u1 {2 C2 C3 d - #~ else if panda = 2 #with if panda=1
& [: \" Y3 F% K- P' u' k4 ] - #~ # H" k/ j+ f, K2 I$ X1 f9 s
- #~ if File.exist('GraphicsSystemCursor2.png')
7 _. m- `: [3 i. { - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')* M4 `7 z2 q q" P5 {5 Q9 }! S: H
- #~ end#with if File.exist+ ~ V, [9 o" f& O* i
- #~
6 B1 k/ b$ U- y0 ]3 j) n - #~ else #with if panda=15 |0 P# l" I+ Y3 V% b
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
7 s, J; }. p* l F - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),! k9 W& _. ^, ~ F9 d7 l
- #~ Rect.new(5 24, 24 24, 24, 24))0 L8 L3 O8 h* K) C" I/ e, g/ G4 N: X
- #~ end#with if panda=1- C3 g. q3 z+ D6 B! L
- #~ $ X+ O% f3 M7 E# p4 L) F
- #~ #with def
. s9 Y( G9 j% i/ C* i* F7 ~ - #~ end
0 o+ R& k$ K; O4 J+ `! g' C - def creat_mouse_sprite$ P; j) R* X5 b
- @mouse_sprite = Sprite.new
6 c7 Y( U& H3 f - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
! V- {7 J3 J0 ?% ~, D7 N( o - @mouse_sprite.z = 9999
! X& b/ E7 J$ d& N6 O+ h( q" G - Show_Cursor.call(0)$ A! Q% H" e' F: G+ z& g% C* p) J' t
- end
6 q! m( O$ ?; h - 6 [+ j9 @7 h$ k" M T
- #--------------------------------------------------------------------------7 `0 P/ I; a* |
- # ● 更新. a- l0 R, h; S+ S, K
- #--------------------------------------------------------------------------
I$ A' r- y1 V/ R, C3 n$ F0 o - def update
8 p( f' @: }2 o4 L6 d( ~ - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos8 v- O! I7 C/ h4 U
- left_state = Get_Key_State.call(0x01)
% Q9 O" T/ P6 F0 x4 z e3 I - left_state[7] == 1 @left_state +=1 @left_state = 0
! ~8 } ]; g) o a* s - right_state = Get_Key_State.call(0x02)
/ R) y- i3 X% P' K5 a2 o8 y+ C/ q - right_state[7] == 1 @right_state +=1 @right_state = 0/ h) x, h" j9 q
- update_double_click
' W2 F& N0 Z& [1 |2 W0 X - @left_state == 1 @ck_count = 0 @ck_count += 1
: B+ t G+ @( ~0 V3 U& M2 w4 O: Q - end
4 m! s. R5 S' B) t% W! z/ U7 T& E - #--------------------------------------------------------------------------
) u& [" L q) T, y - # ● 获取鼠标坐标' S) i( B" P# V5 {9 @- U
- #--------------------------------------------------------------------------5 c# ^- d- m, @2 Z) g3 O; p
- def get_mouse_pos. b- H- n7 _% _9 S; v( O( ]' F
- arg = [0, 0].pack('ll')
7 e9 ^( P, ]: Q/ {# U - Get_Cursor_Pos.call(arg)2 v& m! U& M: W# ^0 T, k, W. D2 \
- Screen_To_Client.call(Window_Hwnd, arg)) g6 E& r/ u+ j9 k" c
- x, y = arg.unpack('ll')" L' P# r- ~: J3 | G. [+ a
- return x, y5 c) Q% L+ N+ {& H3 W
- end! n! X' n* N2 e' G5 k) {" ^% v7 @
- #--------------------------------------------------------------------------
6 N! c' o9 X( M# W - # ● 将鼠标固定在屏幕内! Y4 L2 B6 E$ S' @6 Q
- #--------------------------------------------------------------------------
3 c, I+ \/ N1 X' M) s - def lock_mouse_in_screen% M2 l0 U1 i4 y ~4 Q# H& I. J
- arg = [0, 0].pack('ll')
7 e: a1 N9 l: u0 C/ L2 Q - Screen_To_Client.call(Window_Hwnd, arg): t: O% {" s% v9 E; @2 l
- x, y = arg.unpack('ll')
# Z$ h2 b. T$ Y X- f - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
3 k5 g! I6 o& l0 G3 m, { - end
4 T, B, p) _) I/ q - #--------------------------------------------------------------------------
! @! }( h3 p) X/ P8 I, s. i - # ● 解除鼠标固定! |# u! e- a: ^% ]0 e1 J+ F7 g
- #--------------------------------------------------------------------------
' d Y4 P$ T$ H; G - def unlock_mouse_in_screen
3 q, x, @5 \/ g; Z; Y$ p6 \ - Clip_Cursor.call(0)
! g7 N" i ~) a ?7 U - end
0 r7 p4 S# E8 {2 U# ?. | - #--------------------------------------------------------------------------$ r# S9 n4 M/ r7 T; ]; [. |; h
- # ● 鼠标双击判定
& p; I; R, P0 g$ }5 F; H( \0 y - #--------------------------------------------------------------------------- u, q2 N; Q0 C
- def update_double_click4 V, O% O# S0 L1 ~* A- F. A! ~4 \
- @clicked = true if @left_state == 1
4 E. o' q5 P0 S! g" L - if @dk_count 0 && @left_state == 1+ `5 Y( H7 S t; ^ x( r' K
- @dk_count = 0; @clicked = false, H8 ~- {6 ]7 Z! g8 |2 \: q8 \/ z
- return @double_click = true3 Q0 L7 v. \$ k/ v, a! f3 N, K
- elsif @clicked
X3 ^0 D! H" z0 P - if @dk_count KsOfSionDbclick_Frame- N) M' J) f% [: I4 c
- @dk_count += 1
+ p( C8 X7 K& l6 b - else0 @+ F5 \. V _3 ^
- @dk_count = 0; @clicked = false! Y( q- t# n- E0 {$ g
- end5 M1 ~1 [8 ^# @9 p* b+ E1 m
- end
( V) E: R; l j V; \) l7 |# _ ?5 ~ - @double_click = false
4 ?8 L6 ]2 t, b& V - end% U. [. ~5 ]8 z' L- n7 E' }
- #--------------------------------------------------------------------------
* t# n' h3 |8 H; Q - # ● 按键被按下就返回true n5 ~9 b* A2 o! d/ ?+ W7 Z
- #--------------------------------------------------------------------------3 b: r5 z: x' R; v; b9 e: I
- def press(button)* c6 d/ K0 F1 P v
- case button
1 k+ D# V4 f1 ~ - when 0x01; return !@left_state.zero
* R1 F* Y+ |1 Q1 U2 d* W/ B - when 0x02; return !@right_state.zero
* L/ t. N9 Z, Q$ j( O3 H; W# ~' }- J - end
3 [$ L. _/ w* ~; v5 b - return false
0 W; N+ S7 i; X# }9 C' Z' Y/ Z - end
* c7 S2 V2 N7 v: v! D8 i! N9 H( N - #--------------------------------------------------------------------------
7 @5 X6 x( F5 I - # ● 按键刚被按下则返回true
' [0 u" H- B1 s+ E; A8 }( B* G( Y& ~ - #--------------------------------------------------------------------------
9 q$ d7 h0 m2 P; K5 v - def trigger(button)
. j: A' G% K( v% [ - case button2 w$ q9 |7 N9 q
- when 0x01; return @left_state == 1
6 F }; U: S. q. V% U - when 0x02; return @right_state == 15 f' F; @) }" o9 M3 ]
- end
7 W7 [4 x+ E& s' M) ~ - return false' h' K3 H2 [* z$ D7 `- M
- end; C/ _$ |$ e2 m7 I+ g
- #--------------------------------------------------------------------------
9 W( |/ [6 e- p4 G! n; ` - # ● 持续按住键一段时间的话,每隔5帧返回一次true% Q* Q. ?' [6 D* [8 |
- #--------------------------------------------------------------------------( k$ _0 C: v/ }# {! W' J; b7 f
- def repeat(button)& Q4 W" P; p, B( V# T% w( q; ^+ |
- case button# d/ o% ]) b- t7 H6 ~' F+ E
- when 0x01; return @left_state == 1
2 {5 ?8 w6 n9 g l6 Z. d6 n - (@left_state 22 && (@left_state % 6).zero)( f' y" w4 t0 k
- when 0x02; return @right_state == 1
# S$ ~8 Z% f) l+ B - (@right_state 22 && (@right_state % 6).zero)
# z+ o+ z8 l# L( H* t! {( B& X - end
8 x# @4 y5 B5 `0 R3 [5 N1 @7 I - return false: d) _9 m# z: [4 x
- end
9 G$ x: u" M* X% A- N - #--------------------------------------------------------------------------
/ j2 V! s/ ~# \ - # ● 判断是否双击鼠标8 f M: Z4 \# u' g( `) U
- #--------------------------------------------------------------------------! r4 k8 u5 ~0 ?" X
- def double_click' w3 s$ U; ]" r' a9 w6 F
- @double_click6 D# i) X" {4 Q! r6 s. M
- end
$ c9 Z0 T) y/ \' I( y - #--------------------------------------------------------------------------7 p1 }% [% V* F6 E3 c$ Q! r
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
* I3 {. T. j6 J - #--------------------------------------------------------------------------
5 _! v- e5 x% H - def click_count5 ], ~& ^) l3 o9 N7 @& ]
- @ck_count9 Z0 [8 Q: I- T, ^) z% s
- end
9 d# c' z, K9 z8 P' r' D - #--------------------------------------------------------------------------1 c* K4 a9 p! k# ]0 r- X% N8 P
- # ● 获取@left_state(按住左键每一帧+=1)7 `+ d' d4 l! x" s) Q3 a
- #--------------------------------------------------------------------------
" Q2 d! ]4 O# H( P, J% \% m - def left_state
5 d' Y+ {( |4 q1 y0 c+ }. h2 o - @left_state) `0 W2 c2 [6 D/ v
- end
3 `8 D: m& q0 L8 Y - #--------------------------------------------------------------------------
/ Q& Z* ]4 e8 j' N. d1 E. y - # ● 获取鼠标的x坐标0 B. ~+ t0 H# O( `
- #--------------------------------------------------------------------------8 m7 ]8 k+ ?3 @2 b) d: D4 x! J( |7 E- B
- def mouse_x
& h; C2 \7 t6 j5 r* f' x$ |0 t0 F+ H - @mouse_sprite.x5 D v- k" c5 M7 |2 B2 Z( r9 \
- end1 L0 d' L4 P7 L, B. P
- #--------------------------------------------------------------------------
' W& T' Y6 r8 q$ P' A - # ● 获取鼠标的y坐标
( C1 Y! E7 |. K1 {9 T - #--------------------------------------------------------------------------, b& [& D3 v: Z
- def mouse_y8 a3 P2 X1 W! o* O( k* V! N4 s2 S
- @mouse_sprite.y* f/ _5 G+ `% l7 M) H' t, h
- end. |0 j; j3 l- O4 r1 p! ~8 g# A4 O
- #--------------------------------------------------------------------------# L- k9 P5 g: _# y! D7 A' @( M- M
- # ● 设置鼠标坐标
* E" {% M0 a* t) ]6 @) B* M. r1 M1 ~+ e - #--------------------------------------------------------------------------
+ Z7 ?- r- C+ d3 T - def set_mouse_pos(new_x, new_y)9 }; y6 m: L8 j7 `8 l3 A
- arg = [0, 0].pack('ll'): j, t- K, X5 q+ j1 T# e
- Screen_To_Client.call(Window_Hwnd, arg)& p' ]8 `3 u$ b' M, p0 E
- x, y = arg.unpack('ll')
8 g/ W K3 Q1 h( \+ B - Set_Cursor_Pos.call(new_x - x, new_y - y)* U( Y% a, l3 O! i& {
- end
9 @5 a3 o1 }. K* N' u - end #end of class self
4 ^# N6 C/ r! g, D- H
! q% L2 _: k4 N( H6 Z% Y3 Y- end5 n. D% x7 T# Q
/ y6 J7 k( J* Y: p: i8 d- #==============================================================================( Q H2 y. E' B9 }& z
- # ■ SceneManager
1 v2 L8 q4 n9 @ V - #==============================================================================, p$ J8 W3 i! n
- class SceneManager% n+ ~5 B0 y; J: z! F7 T: ^
- #--------------------------------------------------------------------------& D' K6 w# H) q) [! N
- # ● alias6 b$ o$ w* p9 M* E9 j2 I
- #--------------------------------------------------------------------------. c$ a; H" F. [% \" v- y6 M
- unless self.method_defined(sion_mouse_run)8 {6 T+ c. Y9 T4 l
- alias_method sion_mouse_run, run
6 {& K! ^& L3 A2 H2 I u t1 | - alias_method sion_mouse_call, call* U4 C7 L& r7 Y; V$ Z+ M4 _
- alias_method sion_mouse_return, return
9 Y8 E" ?" o1 u! R) ~ - end
2 `4 ^% `' X2 s - #--------------------------------------------------------------------------" ~/ T# L( D. }. t4 L
- # ● 运行! I( A+ _+ w5 L
- #--------------------------------------------------------------------------$ ~/ w& G9 {9 r
- def run5 D& p2 m( x* v- k
- Mouse.init' r9 k( R2 J; f J
- sion_mouse_run
& i5 x \. k! m. J ] - end
2 i4 o) w+ i$ D - #--------------------------------------------------------------------------
6 R" q3 N, b2 v7 v - # ● 切换
9 O0 E1 B. X6 e" H; |* N - #--------------------------------------------------------------------------
" Y- K+ W) K+ Y - def call(scene_class)& e4 f3 ^$ s! |% ^
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
9 r2 S1 F `+ h0 E: @. ]2 [6 H8 N - sion_mouse_call(scene_class)
/ M( q; l' x. S3 @9 s# P+ d - end
' ]! o5 j3 N7 G+ c - #--------------------------------------------------------------------------
. l2 d$ o m; t" ` - # ● 返回到上一个场景
D9 u4 E- L& k: z8 f) B! [- _2 L - #--------------------------------------------------------------------------) g# C6 O4 k$ p6 v, h
- def return
- V9 d! j' O* b7 [, J - sion_mouse_return
- q% N- \* H: S- U1 j& q. J - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&5 }7 U1 q$ X0 B- S; M: t9 i4 t
- @scene.instance_of(Scene_Map)
& G3 w$ O1 A6 O5 q& Z, K1 n4 j - end \$ D" ~& O: m8 h
- end) N5 l b1 W9 P3 s- Y, c3 i Q
- 4 X: d. ^# g" b5 T1 g9 x; c$ g
- #==============================================================================4 c' g {* b0 _ A# P. V, z
- # ■ Module Input, }- }, e( Y2 K% X2 i. a6 b% q
- #============================================================================== g3 L! c+ [+ ^# q5 n Z# i
- class Input* z) I6 O7 E! Y9 |. m2 K$ x
- #--------------------------------------------------------------------------
0 e) {. ?* ~) P: x' u& A% x1 ~; R6 J! M - # ● alias* _- Q6 g' H M
- #--------------------------------------------------------------------------# K1 s3 Z8 W0 `8 E- D+ [$ s9 B z3 A
- unless self.method_defined(sion_mouse_update)
6 q9 I9 p9 O5 `% b3 L$ U - alias_method sion_mouse_update, update7 Y5 @+ r: @3 ?3 K+ N! }# Q
- alias_method sion_mouse_press, press
5 I; k. ^& a# ^, \ - alias_method sion_mouse_trigger, trigger
5 B: w( V" Y/ F& R+ G8 \ - alias_method sion_mouse_repeat, repeat
6 R+ g5 {. V5 ~5 J# D' V$ h/ y5 D1 p - end& Q; m F$ ?- W% C, G7 k& l: Z2 J+ O
- #--------------------------------------------------------------------------
l5 ^4 M4 @" y- p$ m8 X1 V - # ● 更新鼠标
9 }9 W# v/ _, Y# O( o6 b; Q - #--------------------------------------------------------------------------& m2 M8 |2 o. o0 n" f( G/ W% c: j. r
- def update- p; Q% S6 `; k! |2 @1 Z
- Mouse.update
% { c8 l$ l+ f( ^4 ~8 ? - sion_mouse_update; V5 M5 E4 |/ _$ @
- end
, z! l6 K/ Q# h; F+ |6 Z - #--------------------------------------------------------------------------) G+ l9 d% K7 L( H8 X
- # ● 按键被按下就返回true
r8 j/ Z2 K, u. ~8 k6 `4 q1 d7 D - #--------------------------------------------------------------------------3 {; l$ [: B- e
- def press(key)
6 f- R: g/ U; W( L, r, n& _& I - return true if sion_mouse_press(key)
& m& `5 g6 H/ q$ B) ? - return Mouse.press(0x01) if key == C/ m3 |% K" A* V; `8 L& Z2 }
- return Mouse.press(0x02) if key == B1 l! b, _; f- ~9 G2 L0 z: a; |
- return false
! X3 [6 z; m( d0 k - end6 i$ X3 @: O s1 j6 I( Z
- #--------------------------------------------------------------------------, @ I. v0 @" n/ t+ g1 j* N
- # ● 按键刚被按下则返回true7 E8 K9 D6 Q3 E/ E+ T2 s
- #--------------------------------------------------------------------------7 g1 G" F# y9 K) K- f
- def trigger(key)! M I9 r# J( l5 |# J# @: a9 [
- return true if sion_mouse_trigger(key)
, X: ^: [) Z# w( [' L5 ]- @ - return Mouse.trigger(0x01) if key == C
8 ~% }. r6 |8 _3 ^ - return Mouse.trigger(0x02) if key == B; j5 H M& W, L/ f, Q( B
- return false& ^+ A2 ]# |3 d" @/ y! P
- end
. \0 p; R, r' j- m. _ - #--------------------------------------------------------------------------
$ ]. O; {9 X( n! u3 G* ~ y+ n - # ● 持续按住键一段时间的话,每隔5帧返回一次true2 p! b% s5 t" B/ S
- #--------------------------------------------------------------------------
: A$ I# n; C# |0 h+ M s - def repeat(key)9 ]5 _" t+ W6 W* p
- return true if sion_mouse_repeat(key)! `, z" _+ e+ l8 L
- return Mouse.repeat(0x01) if key == C
8 |0 i6 C R. e8 n+ T9 H: e - return Mouse.repeat(0x02) if key == B
! R0 v! _) K# u0 `- V O8 z) r - return false) b! ^; `0 ~- e, j- ]* b+ v
- end
. ]; }! @0 i$ q) u - end" A- R- M- B% y( x
, d( R8 x$ Z" k0 |3 S- 3 c, `% p" u; v) X, T( `1 P& W
- #==============================================================================; r8 j1 b% y9 M; n: t
- # ■ Window_Selectable/ R1 Z& K- c" }& `
- #------------------------------------------------------------------------------" ^ b z' v0 Z+ W6 g. }2 I' a. ^
- # 拥有光标移动、滚动功能的窗口1 e2 h# M. h2 y2 P# Y/ c7 x4 B
- #==============================================================================" V/ M# h0 ~' c# A
- class Window_Selectable
2 L( m; b' {5 v* y+ x - #--------------------------------------------------------------------------
7 h5 ~+ k5 s7 d4 |- Y- s - # ● 初始化2 s( T0 N# x! |% N
- #--------------------------------------------------------------------------9 L1 C/ L" w% D0 S2 J9 U
- alias sion_mouse_initialize initialize: X* h; X4 x: C, N9 V. {, m
- def initialize(x, y, width, height); n% t0 X( y7 j
- sion_mouse_initialize(x, y, width, height)
/ e- }9 Q" O) N) v2 i: J0 r; E6 c - @move_state = 0
, ]+ Q6 l# |( T9 \ - end9 V) o) x9 f. E M* X
- #--------------------------------------------------------------------------4 l0 O' V% J* h) a& K' r4 ^
- # ● 更新 p4 [' O. |9 G) C
- #--------------------------------------------------------------------------3 p# j i8 v3 f; C
- alias sion_mouse_update update
( u5 u8 T2 ]% J7 ~7 I" ^) P0 H! w I - def update1 K G/ o6 t6 s! V
- sion_mouse_update
Z2 F5 M, j9 _ P% t1 m! d& I( k - update_mouse_cursor$ P$ L6 g! T! q0 j' G# g& i1 S
- end( C3 v: n' D" X
- #--------------------------------------------------------------------------
3 F% P- J6 X2 f( ]( R0 C i, h - # ● 启动后设置鼠标到index位置: x. h5 v& I- y
- #--------------------------------------------------------------------------) E. H M: L+ w7 H. s2 h8 j
- def activate1 M$ A. {$ y& c2 x5 B" Z% u
- @need_set_pos = true if KsOfSionMenu_Set_Pos5 q3 j: N' g% S& A
- super# |8 @2 {% u" J1 C1 q: T3 [
- end) K- a) \9 {) v
- #--------------------------------------------------------------------------5 t/ ^0 ? {' V6 ~7 b7 i* k# N
- # ● 更新鼠标和光标的位置
U7 Q' h4 u3 b - #--------------------------------------------------------------------------
' K' R! x& D' d! {) p - def update_mouse_cursor
0 K( h# E6 ?& {3 K+ D - if active
4 s, Z- P4 S Y2 A) w/ _ - if @need_set_pos& f7 @+ I' h# V! Q
- @need_set_pos = nil
6 Y1 j0 h8 J( p4 S - set_mouse_pos: t% z5 Y B6 {, v
- elsif cursor_movable! n2 O% T0 s6 z3 g; m
- Input.dir4.zero set_cursor set_mouse_pos
% x, X% m A# X; X - end2 Y, i% o i1 p+ ] Q
- end
) ^" R# T3 N0 f. H - end9 N' |: S1 \ v+ t: O4 l
- #--------------------------------------------------------------------------
# s+ w! x4 V+ y1 i4 r& N7 D - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
9 R7 c, p6 {! A4 \4 @9 { - #--------------------------------------------------------------------------
6 A0 T0 X- g0 k4 }( }3 a+ S" T+ ` - def set_cursor2 h# Z% {. L# e5 |" O. q" W) j) e
- mouse_row, mouse_col = mouse_window_area
, M- P6 e7 K( q& P! ] - if mouse_row == -1& n1 g% z3 B: K c, H/ K
- @move_state += 1 if need_scroll
5 t, E) Y5 @/ |' D$ E2 o - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
) b: O; `5 {5 e; n Y, @ - elsif mouse_row == -2
+ V' m* i; b; \* ?4 K( L3 Z0 J - @move_state += 1 if need_scroll
" W" T4 c% k% y( G; W, S | - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
T4 U7 K! T: u& K2 y" M - elsif mouse_col == -1
0 X# p/ @+ I% B' d# k8 x0 b1 s5 y - @move_state += 1 if need_scroll- b! h! y: r5 m6 P. H
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
. M" I" K6 w6 e - elsif mouse_col == -2
; w1 B2 V6 H h( ^1 u" o - @move_state += 1 if need_scroll5 I5 f& j1 H" j8 p3 i/ a* Y' d+ F% T
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand! ^$ s: {: r6 m, [
- else
1 p, H9 t9 L3 x* o" G# j( v9 b+ ^ - @move_state = 0
0 w9 S; d3 z$ ^3 y - new_index = (top_row + mouse_row) col_max + mouse_col
' W6 s/ m. M3 U9 _9 ` - select(new_index) if new_index item_max && new_index != @index" x4 ?* B! ?3 \9 U" X& _
- end
6 V, G: o; Q( z - end
# L* N0 |! T C+ z+ x - #--------------------------------------------------------------------------
0 ^+ q0 k! r- o2 S2 V5 D - # ● 判断鼠标位于菜单的第几行、第几列
' K8 X% L. U7 t: Z - #--------------------------------------------------------------------------
. ]$ Q& }* h4 Y& @+ w# W' ~" { - def mouse_window_area
! A4 Z3 M" H; D4 Q- Y, G( ]7 d. }& i) J - if viewport.nil # necessary!
% p+ J" X: ^ s/ |) u7 h2 { - vp_x, vp_y = 0, 0: M' @# _0 R6 w1 `# _+ x
- else( ~4 ~+ e) E4 E6 _( t+ T5 Z1 u
- vp_x = viewport.rect.x - viewport.ox7 a, q" f5 ?5 r
- vp_y = viewport.rect.y - viewport.oy
g+ S0 B- K5 @! l* n - end
% I. ~7 p. i: W' x5 [1 { - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y; `, j1 ? B) N( H
- item_x1 = vp_x + x + standard_padding / l6 p) H( y9 {( h+ }
- item_y1 = vp_y + y + standard_padding5 m5 A( a* }( Q3 A! p3 H
- item_x2 = vp_x + x - standard_padding + width& o! {1 l% m* J) {3 b- l
- item_y2 = vp_y + y - standard_padding + height
( e( n- m5 o$ G* z0 e8 s - if mouse_x item_x12 l" \3 P, X3 ^5 _# N# }/ f! B
- mouse_col = -1; i& Y' X* V2 Y+ z: o, f
- elsif mouse_x item_x2
$ E) X% K( v4 }: V4 ?$ f - mouse_col = -2
4 @% K! } S2 N - else
# h! \0 ]: x1 \, Y$ N* T# n! x - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
4 b' o7 Q y# t9 l - end' [$ r1 `4 z1 L p, E
- if mouse_y item_y12 U2 c& P5 ^* [1 i
- mouse_row = -1# h! W K) M3 f: ~
- elsif mouse_y item_y2% a2 s8 { k5 y; g
- mouse_row = -2
/ |- }% c& u4 p - else1 \& y8 W3 x: y7 Q& l+ c: U
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)8 X& G$ o6 V; a& Q( b
- end8 O2 ^8 f. p6 h
- return mouse_row, mouse_col
6 |% A+ i8 k# V7 k2 u - end
1 z8 t" D n) C8 k+ ^9 L6 X Q - #--------------------------------------------------------------------------
& v8 N+ \! B& W% r% t# O% @9 U' v - # ● 方向键移动光标时将鼠标移动到对应的光标位置# ?) O) e" ?3 u, d% Y
- #--------------------------------------------------------------------------
8 S/ x. ~* k, U - def set_mouse_pos
' O1 J/ ?9 ^% u8 h* O - if viewport.nil # necessary!
8 k( ^, K* z7 n* ~7 ?# F, o - vp_x, vp_y = 0, 0
/ g2 {* I! J- w1 y2 P4 l - else! n% F! E- i8 E0 t6 Q
- vp_x = viewport.rect.x - viewport.ox) `) \8 f! ]) c) k
- vp_y = viewport.rect.y - viewport.oy
m' {* q6 i( Z/ [' ~, R4 P - end
( z& a; k) w9 S* _, B6 ` - item_x1 = vp_x + x + standard_padding 2 z( I* k4 Y8 X
- item_y1 = vp_y + y + standard_padding
) t, @6 ~0 l) K/ G" f* A - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
, B& K" o! D$ v! a2 d9 u% W - row = get_index col_max - top_row5 Q( f/ X" w8 Q* C0 a
- col = get_index % col_max7 Z- h& }. E; N% Z' U0 J
- new_x = item_x1 + item_width (col + 0.5)
4 R& Y+ M9 @( ^# n - new_y = item_y1 + item_height (row + 0.5)) A/ V' V5 Q* _4 O2 B
- Mouse.set_mouse_pos(new_x, new_y)
. R" U$ r; u6 }0 \9 B, H - end) z' M3 @) t! O, T0 {! l) Q
- #--------------------------------------------------------------------------* e8 v4 s' ] Q" ^
- # ● 判断菜单是否需要卷动
+ Y9 d' }2 V, ~' `" {, }9 E - #--------------------------------------------------------------------------5 e7 ^8 R2 O% g5 y
- def need_scroll
1 V; @, B' f% ]0 `8 R - item_max col_max page_row_max4 d: V7 ~, {9 J+ k# D
- end$ L. G5 G" p7 \6 `/ V+ Q8 h
- #--------------------------------------------------------------------------
1 {! I3 P' m Q* v! |$ c - # ● 判断是否为水平卷动菜单$ i8 ^: l. ^6 @7 @
- #--------------------------------------------------------------------------
" a8 M+ I1 D( | S9 J | - def is_horzcommand; N# w" j# X% N0 M8 s5 b+ `
- return false
+ L( q2 p. G' e) f2 J Y5 u - end7 k2 `; e% {: c+ B, n' G. _4 J0 u r
- end, h/ J. o2 @& |+ c
- / Q# D4 @, L) t& M
- class Window_HorzCommand- a# b& l( g. U/ |- A" r7 R) C
- #--------------------------------------------------------------------------9 `/ d: r7 H& O7 x: J9 ~1 Q8 n0 q
- # ● 判断是否为水平卷动菜单4 j7 [3 y+ o3 ^/ _0 @$ \+ t$ n
- #--------------------------------------------------------------------------
; `/ a! O& W; I7 c - def is_horzcommand
4 O( n- E% k0 J) D2 o0 ] - return true
0 R% S- e, ^- X6 t& N# Y - end0 v5 n; L0 y2 g- R
- end( K# S7 n4 s" j, y* e7 _3 z) K
- 0 Y; J: I. I: a# K
- #==============================================================================
8 N' R8 T' W3 o/ N! q9 c - # ■ Window_NameInput
' Y* m% j+ I5 T' l; d - #------------------------------------------------------------------------------
# O' W' a! k3 W/ |1 B: ?: z - # 名字输入画面中,选择文字的窗口。# k2 K: V' C+ A6 B. ]& g' c# d! |
- #==============================================================================
/ l! J/ a1 x% Z4 a8 N - class Window_NameInput
% E# \* z/ k: V* D$ g) k - #--------------------------------------------------------------------------1 x& }+ E6 A8 o$ Z7 c# }
- # ● 设置列数- J" ~2 H/ Z2 R2 j s9 Q o* j
- #--------------------------------------------------------------------------
* T2 x, b% |# v1 }+ r - def col_max; D- z7 ^ K2 W& T2 ]& F0 h
- return 105 g) O" y$ E7 M+ B
- end* K' F+ H+ G# n( n" @
- #--------------------------------------------------------------------------
9 ]- Y, w5 \) Y' L C& K) F - # ● 设置填充的Item个数% P6 D* O' R E# t$ L
- #--------------------------------------------------------------------------
3 I _4 }/ d5 k" Q; a& I( c2 \; N* N - def item_max
( s0 f0 b) |" x( F7 g: c - return 90& u& ]: a0 N4 Y- j; b. ^) ]6 }5 X4 t
- end' Q" F9 S/ Z e# o
- #--------------------------------------------------------------------------
# @8 T$ o9 ?5 e& r$ h, ^6 H! G - # ● 设置填充的Item个数
' z7 B7 e. S1 X. V - #--------------------------------------------------------------------------
0 ~: A" v. D3 U/ [0 }) ? - def item_width
5 ]. f1 W5 {9 g, V9 s4 @) W6 q& E" p - return 32
- M) G8 u8 M D: b& m; U - end
# S3 J( {, N; n5 e5 z$ f& }) D. h - #--------------------------------------------------------------------------
6 ]& h9 r( `1 N/ w7 Z% W5 q - # ● 判断鼠标位于菜单的第几行、第几列
7 _. q2 N; W$ { - #--------------------------------------------------------------------------' J9 T3 a2 c2 K% I. E3 s
- def mouse_window_area J: Z A9 A% o% U/ f9 H
- if viewport.nil L% L+ i' W2 s( }
- vp_x, vp_y = 0, 0, l( A7 b2 |. X* {, O
- else
5 i4 Q* _6 c8 r1 A& G# d8 w' ? - vp_x = viewport.rect.x - viewport.ox; w# ~8 ?, K( I) Z4 Y% f8 Y
- vp_y = viewport.rect.y - viewport.oy
. I8 K% o7 x0 I& { - end9 n% m+ a \( [0 x
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
9 d( s+ p$ V1 O( M' D6 i0 ~: W - item_x1 = vp_x + x + standard_padding
" ^8 R# E# s% G: q4 N - item_y1 = vp_y + y + standard_padding
$ s: i- B+ S: C) i - item_x2 = vp_x + x - standard_padding + width
A" n/ ~! q# U- N2 u - item_y2 = vp_y + y - standard_padding + height
) n1 |8 o" q; }$ c$ g- J- d - if mouse_x item_x1
9 U1 W) N' L9 Q5 V8 L; D - mouse_col = -1; R( c0 R% D' m! F
- elsif mouse_x item_x2
6 h$ t' s# f6 i' e% Y( } - mouse_col = -2
; ?1 a+ P G. |4 W4 [' B" N* d ` - elsif mouse_x item_x1 + 160
3 E- T9 }: C# ~! t. @; G - mouse_col = (mouse_x - item_x1)32
. s3 \* G* _+ U4 g6 Q - elsif mouse_x item_x2 - 1609 r/ o4 Q2 v: `7 X; x% [9 q3 m1 f- [
- mouse_col = 9 - (item_x2 - mouse_x)32% W' K! }" h; _+ L
- else
# [6 Q, P& d6 H3 f# y1 P$ r - mouse_col = mouse_x x + width2 5 4' H( D) d" O6 |( |2 ? X7 E B
- end" I9 b5 F; k" h1 x) c; j+ ^
- if mouse_y item_y10 h: n$ c$ h$ ^' o9 T/ o
- mouse_row = -1: L9 ]; M: a- G* A
- elsif mouse_y item_y2* }% z9 f; n5 q+ V* J% |
- mouse_row = -2+ J; I8 n7 E; x' A3 e9 T
- else% c7 C, j+ `0 \ P& S8 a$ Y
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1). e% C: T/ V- y: G; w3 {. [# j
- end
: x% E$ A+ P& I0 M - return mouse_row, mouse_col
& Q/ A3 u7 u1 b! ^2 ] - end: i7 X: Z9 N, w
- #--------------------------------------------------------------------------
$ V4 n# ^: k4 G - # ● 方向键移动光标时将鼠标移动到对应的光标位置
3 V( E. R, A# ^ - #--------------------------------------------------------------------------: O9 F: O8 q' x/ S, G
- def set_mouse_pos/ @. m: h1 ^! m% V" S9 J7 H" a
- if viewport.nil # necessary!" w- G$ F* J# _5 b& i
- vp_x, vp_y = 0, 0
+ F! v1 r5 b/ @# {3 i - else
+ A4 r% O# r; ~0 n( U- ] X9 N - vp_x = viewport.rect.x - viewport.ox+ R$ Q0 @- E6 I4 q
- vp_y = viewport.rect.y - viewport.oy
; W( j) V, f/ v# X - end
( ]: W. C$ m6 x4 }4 U! b7 m - item_x1 = vp_x + x + standard_padding # V1 l& z- V1 t! I( N, a0 a
- item_y1 = vp_y + y + standard_padding. e, B8 X$ E: W( Q
- get_index = @index 0 0 @index
3 U$ ^/ p- v" X9 T2 o9 G5 w' t1 Y& n; y - row = get_index col_max - top_row8 z4 s% J) [; Z' t8 K8 \5 A) R
- col = get_index % col_max8 l1 O( j: p. y/ o& D. d) f( M0 }
- new_x = item_x1 + item_width (col + 0.5)
6 E, ] d1 T `6 O- q: _1 H - new_y = item_y1 + item_height (row + 0.5)
# z: M/ M7 n4 [ - new_x += 14 if col 48 D% v0 o6 X+ S$ Q3 e, H
- Mouse.set_mouse_pos(new_x, new_y)
% z. S* \8 w3 y+ {* g - end# @0 C: v+ B8 ^2 C- v7 q
- end9 v- F3 |/ p3 `% K7 c* B
- ' M+ ?& Q: I% r" V2 L |
- #==============================================================================. D1 I8 q0 E1 l! m- C
- # ■ Window_NumberInput
% E0 s T P+ F- \4 M- [ - #------------------------------------------------------------------------------0 @2 G E' z9 E; R( s- `% R R
- # 重写了数值输入的方法以适应鼠标
9 ]- _9 z4 I W. Z% H0 |( }) o: A - #==============================================================================
# k& \& H( E' c& O- ]- A, b - class Window_NumberInput Window_Base
m6 P! @. { P+ d' T - #--------------------------------------------------------------------------5 S& Z* o7 ~- E7 o% q/ Y
- # ● 定义实例变量+ T( r" H+ J" x5 {) q5 w! e
- #--------------------------------------------------------------------------
6 \6 Q$ ^- W9 V# l& W3 F+ _ - attr_reader extra_window
. o' |; q8 j( s( r - #--------------------------------------------------------------------------2 t! X! T+ r- Z4 E) |$ e$ [
- # ● 初始化1 i6 E! k+ m/ W) F6 N+ L2 H4 F/ C4 [+ I
- #--------------------------------------------------------------------------
- m5 I! z; ~) R4 z - alias sion_mouse_initialize initialize$ x( L, H: J& j% Z) m2 X7 [0 Q
- def initialize(arg)5 ~" ~# m7 r6 u- B4 w% L
- sion_mouse_initialize(arg)! D9 |0 ~& |4 j' g7 h) n( _
- create_extra_window1 u Y7 U1 M8 @7 k& R
- end
" }4 Q: [, e7 `, h* p; K0 ? - #--------------------------------------------------------------------------
6 o6 V. X; Q# f+ \2 v - # ● 启动
7 |" _8 R. M! M5 P1 I l( P5 X - #--------------------------------------------------------------------------
) r0 P- u5 m' C4 k: ~: B2 s$ ]7 X - alias sion_mouse_start start9 J: O/ x1 o& Z9 S$ z- h! |4 O. p6 S# {
- def start
# z+ s0 \$ }+ I6 O - sion_mouse_start
! t+ r0 g& I$ |6 g - deactivate6 C' L% `$ o* \$ J
- extra_start
, @7 E- o7 i7 L, F - end9 v" c. [4 G6 R+ D: _( O: v$ z/ k- ^
- #--------------------------------------------------------------------------& P& J5 K0 ~. ?3 v8 P9 t, q
- # ● 创建新的数值输入窗口
, u( b1 J! c! B( A# v# L' W - #--------------------------------------------------------------------------% x# {. D0 c& c! ~2 H; a
- def create_extra_window
0 C6 F: z$ n; R - @extra_window = Window_NumberInput_Ex.new3 y/ m8 R' }. Q$ u
- @extra_window.x = (Graphics.width - @extra_window.width) 2
* S9 H) `+ \$ S% t' k/ c5 c - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }" V- m I$ p# |4 o5 `: p& R8 k
- @extra_window.index_proc = Proc.new {n @index = n }% P) M6 N) `9 G2 I3 d Y
- @extra_window.close_proc = Proc.new { close }
# g2 L% Y/ y0 r) v. Z - @extra_window.refresh_proc = Proc.new { refresh }
4 S! \9 \" O; ` - end
& w* t8 |) `2 t - #--------------------------------------------------------------------------- J) I. a* y( A4 [4 i
- # ● 激活新窗口% @- |+ _6 w3 M+ R ]: T
- #--------------------------------------------------------------------------9 p* B5 y* g6 z5 s3 N; o# k: n
- def extra_start- h3 J% B" e) {1 D( I8 Z
- case $game_message.position
2 W) a- T4 P3 C4 y3 |+ U - when 0; @extra_window.y = y + height + 4
: A9 f' }/ y N* S - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
5 z. f0 T& C. V0 c% W; ]+ q: l - when 2; @extra_window.y = y - @extra_window.height - 4
% t( L+ b* M# Y* W - else ; @extra_window.y = 8
! w' [. j! G; U; o9 h3 r - end( x8 V+ E8 K% a9 C6 V
- @extra_window.variable_id = $game_message.num_input_variable_id
7 |4 v. W% C( c, e - @extra_window.digits_max = @digits_max
$ K: k0 O' z% V- [! w. s - @extra_window.number = @number( w" O' `) o8 B' g
- @extra_window.open3 r! X$ \- K g: p
- @extra_window.activate7 M$ g. I; y! T- y
- end
. Q& B. l- a4 I& X - #--------------------------------------------------------------------------
* _5 \. A6 [/ I - # ● 更新
5 o, q4 m: M% U: x- m9 V4 j4 }0 D - #--------------------------------------------------------------------------1 H, w4 H; q H3 l
- def update' h P( r: i; M; Z; D& |
- super9 b' z4 Y) e! g9 ?
- @extra_window.update
' X+ i, k- N( v4 t+ S/ v - update_cursor, p' Y; X K3 `0 J+ k& g/ i/ `
- end) H2 R! x$ `; _' Y/ ~
- #--------------------------------------------------------------------------% i c9 W& }" `3 \' c0 Q; n6 O+ [2 E
- # ● 关闭窗口
3 E* n6 n5 B$ S7 v1 z6 r - #--------------------------------------------------------------------------
/ v, T7 I: |! x2 |& a9 A - def close
* c8 b7 ?, \8 Z0 W, L6 \ - super! N/ H! g4 z: S. j4 ]6 w. V
- @extra_window.close
- n* K# w: L& ?3 e% e - @extra_window.deactivate
! [: Z7 q9 e' W+ p/ r6 r - end
' |6 j( o) _/ _: { - end
* ?# h: X- V& o1 [" ^/ r. Q
1 C* G8 M2 b! j7 l+ G- #==============================================================================
+ f6 ~- X. R& f# |8 j4 | - # ■ Window_NumberInput_Ex' Z5 g7 u# C! T
- #------------------------------------------------------------------------------+ c. z: ^0 I& P; i: G
- # 新的数值输入窗口(NewClass)" v A1 n( U8 V& A# Y( e2 K: k, S
- #==============================================================================" Y# |2 f4 J& Y: F4 _0 E, P
- class Window_NumberInput_Ex Window_Selectable
# t0 w3 T' @1 H# N7 r - #--------------------------------------------------------------------------4 D1 B1 D4 l- H7 I& ^
- # ● 定义实例变量, y A A6 l; |, e2 D
- #--------------------------------------------------------------------------" h% E4 Y0 ^1 p0 v
- attr_accessor number_proc: b' H" a G4 [
- attr_accessor index_proc" t+ b5 P! V4 D; Y5 f E
- attr_accessor close_proc
5 f5 m; ? j0 y - attr_accessor refresh_proc* C; w% d. U; r2 `
- attr_accessor number" r. i4 x9 X: g- ~* T3 S
- attr_accessor digits_max
6 j) Q: }- O, l! Z( u - attr_accessor variable_id/ x7 }! c" I1 ]7 E- p$ C9 |+ I
- #--------------------------------------------------------------------------4 r8 i) x5 s4 ^; o. J4 j" M3 O
- # ● 数字表9 I& [( j6 G0 k% u0 W4 R# V7 M6 K
- #--------------------------------------------------------------------------
8 e& I L2 B& d: \9 H5 u/ B8 Z* l* Z5 R - TABLE = [ 7, 8, 9,5 e, P! T/ U* y. i
- 4, 5, 6,7 J( v7 g% Q2 H9 _
- 1, 2, 3,
) r1 B5 p/ W0 J( J( ^ - '←',0,'确定',]9 u6 M# f: O) j) E5 d) _0 |6 Q
- #--------------------------------------------------------------------------/ ]0 [; G( m& A; V: @* j
- # ● 初始化对象
" l" f7 u& `- F3 Q - #--------------------------------------------------------------------------, T. A3 q# V- {- X
- def initialize4 a. z7 @: K/ G9 T
- super(0, 0, 120, fitting_height(4))' u4 [0 T- i, M4 d
- self.openness = 06 ^: F+ ^* ~. k$ E g: W
- @index = 0* ]6 N5 H/ p& Y# s- ?0 T7 {- S
- @number = 0
# l) o& j# s* z* Q6 H5 O - @old_window_index = 0# Q5 x9 \: t9 C1 J- f# E. q6 w" x: G
- @digits_max = 0
% r K- P' [6 z/ M" v& R9 ~5 B. {( X - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }0 T8 V8 b, f: e- W/ V6 W- p% l
- end1 D9 M C2 K. {* ]( M- J0 Q
- #--------------------------------------------------------------------------
6 ?" n7 I% b* H. h+ }9 B4 }% b - # ● 获取项目的绘制矩形
8 `5 {- [+ R) x! A3 o( S1 ^ - #--------------------------------------------------------------------------
' z; O9 t' x% _5 X - def item_rect(index)# @9 \! R' e* X% Y
- rect = Rect.new
) ]* b, J: O. o% e0 t - rect.x = index % 3 32% `. q6 w9 z8 W- B
- rect.y = index 3 line_height
; i x6 [6 k3 ]+ n2 m B - rect.width = 32
$ \( E4 `9 K; A* ? - rect.height = line_height! ^5 P9 j. S b( k6 U9 L k5 E( r
- return rect$ {, ?2 {% S! c% d3 Y4 e% K- E
- end" ~" c* q9 P2 t6 ]/ J
- #--------------------------------------------------------------------------$ d% K& n$ }5 ?: ~$ o# v# a `
- # ● 将光标设置到鼠标所在的位置3 _7 R* a% @; z* R T* L5 ^
- #--------------------------------------------------------------------------
" p- O* h. L/ b, C" L; c# u* N - def set_cursor! d9 Z+ ^( V- n/ ]+ W2 J
- mouse_row, mouse_col = mouse_window_area
' u+ C8 x7 `- U: Y2 w - if mouse_row = 0 && mouse_col = 0
% Y6 D# j. G& T X - new_index = mouse_row 3 + mouse_col
8 u- r; b a; g6 H# } - select(new_index) if new_index = 11
( S' k; P" T$ M5 @ - end% x' M- i1 [/ Y( |: }0 Z" J- Q
- end
( N- p r2 O; e! t - #--------------------------------------------------------------------------# u" u" M- u# p8 F0 s3 w
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列
9 H. l# _! ] s* F: z) ~ - #--------------------------------------------------------------------------
: p. i1 K; M J - def mouse_window_area
) U1 W2 A! d" v9 F - if viewport.nil. @* s5 |- {$ H- y
- vp_x, vp_y = 0, 0; I$ R# m" M4 W) ~* t! s x5 v7 h' a7 K
- else
+ U. |+ Q, y; R" m; c - vp_x = viewport.rect.x - viewport.ox
- o0 T" f/ C6 H - vp_y = viewport.rect.y - viewport.oy
" j" F+ j6 b( k5 W5 M1 A. V - end$ O( N' F$ i6 `' ^ J5 w
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
; D, f. b1 p w+ {3 M& Y3 r - item_x1 = vp_x + x + standard_padding
( g1 f+ \; P X, B; d - item_y1 = vp_y + y + standard_padding' c5 n5 d, E8 m. L* D7 z6 l8 F
- item_x2 = vp_x + x - standard_padding + width* f0 ~! s: R r4 ^3 H9 g& w( i
- item_y2 = vp_y + y - standard_padding + height6 w( l# {# T- H9 w
- if mouse_x item_x1
! B, R$ e& J- a! H2 }2 A - mouse_col = -15 t, v, ]8 w B/ h" v: E+ Y% z
- elsif mouse_x item_x2
; W* ?9 {' D4 F - mouse_col = -29 f/ u8 S% A) m/ x1 A, N% h2 O
- else
F) n# Y+ n8 N; [9 p - mouse_col = (mouse_x - item_x1) 32
6 D" x" K, r4 f, n4 Q, G - end
5 m8 Q' |: b; c3 t) p" u - if mouse_y item_y1
5 |2 k+ [5 ]5 s: H+ @- t - mouse_row = -1
7 L+ U# e9 A5 r9 [- z, ^. C - elsif mouse_y item_y29 P3 q1 F V. W
- mouse_row = -2: L, L0 h, e5 E4 ~' m0 G
- else9 |: T" s( \1 s% g& n7 a* D- f
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
* |( s1 l/ x/ A5 E - end
! i/ N0 b3 C! i) }4 N - return mouse_row, mouse_col
+ I9 C; w# x- q9 S$ L - end# @% n& F6 v8 j2 n2 B. R+ V" V# O
- #--------------------------------------------------------------------------
7 J' G* f$ ^ Y' h - # ● 获取文字
6 p% t9 C' e% E5 Z0 z% z - #--------------------------------------------------------------------------
3 f- _; V* V- w# e" ?" i7 k8 s - def get_number& ? w: m1 d" e# S- w) ^9 f
- return false if @index == 9 @index == 11
$ T8 |4 Y) L3 f2 {1 M& s0 K - return TABLE[@index]
" x, Y6 X8 |0 J8 P5 f6 v0 x - end
- k) t/ E) ^8 m* {6 ^( k8 r - #--------------------------------------------------------------------------
1 `/ ~" ]: J2 D7 y - # ● 判定光标位置是否在“退格”上9 E7 ]+ c% J5 o; Z7 X3 @
- #--------------------------------------------------------------------------% N& z) {: G$ Q' C% d; d( R0 j
- def is_delete
: D. \/ y. ~0 D0 g& P - @index == 9
P6 X9 b2 }; S$ E) R# d - end
) C/ x H1 L' \% r. e - #--------------------------------------------------------------------------) {. a) q4 S# D4 p0 I9 d
- # ● 判定光标位置是否在“确定”上
; }+ c# z1 \! K, n# [; ? - #--------------------------------------------------------------------------
5 q1 X$ |% N( D5 W; X - def is_ok
, ^2 L" [6 H: f$ @& U - @index == 114 u( p# k: K- `9 w. P ]5 W
- end0 M" M, e0 m, g7 q& u
- #--------------------------------------------------------------------------
y& b; P* o! P) q# Q# B& e% n6 i - # ● 更新光标
# J) s a1 t+ U- a8 w - #--------------------------------------------------------------------------
% o" r5 j. A& {0 e/ m! ] - def update_cursor) e) q, k3 ]- V
- cursor_rect.set(item_rect(@index))* ?# ?; e7 F7 a4 O) a6 k
- end8 c, [0 f. l- n3 ^6 k: [; h
- #--------------------------------------------------------------------------
9 o2 |1 _' y8 }& | - # ● 判定光标是否可以移动
$ C {! S' u) u' t - #--------------------------------------------------------------------------
( C7 \/ ~+ f Y7 y+ {7 t2 T- | - def cursor_movable
3 S3 Q" z5 b" q' h5 ?: |3 A - active
. {, E* n+ K, \$ x - end
! x& L# K& O+ h9 C2 a - #--------------------------------------------------------------------------
, H O2 M, B( K9 q8 @ - # ● 光标向下移动
/ u" U: f+ ~3 ]2 c0 b) V; D1 R# d" ~ - # wrap 允许循环
$ R' N& ]4 f' Y0 N" G6 O$ [ - #--------------------------------------------------------------------------+ R1 H& K+ |. @' F$ Y
- def cursor_down(wrap)
* I* ^( z f0 i2 Z - if @index 9 or wrap
6 ^6 q- X. N1 u6 B2 G - @index = (index + 3) % 12
$ c8 q# L8 E9 S9 v% ~ - end! d' t% D0 `1 |9 l; l. x
- end, y. q Z5 W; f5 G6 }
- #--------------------------------------------------------------------------. n. {+ u s( k: W/ w9 u% Y# K
- # ● 光标向上移动+ A& }8 O* |: \
- # wrap 允许循环9 a0 _& x/ U, n* W6 N
- #--------------------------------------------------------------------------5 K0 T/ e: x, e! I( q8 H: z
- def cursor_up(wrap)- A, G6 V: F2 W
- if @index = 3 or wrap
7 }4 ?, N2 Q8 Y7 _& o/ u - @index = (index + 9) % 12! V' Z# { C( }" [
- end) e6 b# n- _0 _2 s9 A: W- Y
- end
* M" H* S/ M/ c% s& b3 N1 G- _% V - #--------------------------------------------------------------------------0 U9 a' H1 Y# n7 d, X
- # ● 光标向右移动- l$ g3 L& f) _: ^. E
- # wrap 允许循环
; \/ h Z/ i" t+ b9 t) e# S, x - #--------------------------------------------------------------------------
7 Y0 B; H# ]( j# ~6 `5 L. F. @ - def cursor_right(wrap)- q" g3 w# G) m6 ~2 \: G5 i
- if @index % 3 2" s0 P- T9 h, F1 b
- @index += 1 v2 y* y4 i- `" R! ?) ]/ b$ a
- elsif wrap0 U8 N6 m2 G& U+ i0 Q
- @index -= 2% f, L: L! `* {$ f9 c( u- W/ {
- end. _8 Z7 D# p" N$ L
- end
) u( W4 z% ~* `& ?5 @ x4 V5 v2 o - #--------------------------------------------------------------------------% ~' p" Z: T: G" s
- # ● 光标向左移动& n2 E+ i7 M: }* R& M' r
- # wrap 允许循环5 T8 v2 \. K7 T; B1 J
- #--------------------------------------------------------------------------2 h2 m1 V& Y% Q3 \8 k) e8 [) n* ?# G! l
- def cursor_left(wrap)6 p8 {! g; D v/ D; N& x
- if @index % 3 0$ n3 D( ^! V" j* a
- @index -= 1+ W2 G9 ]2 ^& ~6 V5 N
- elsif wrap
: L3 ~7 f) r/ I' K- G7 T# R - @index += 2% u. F$ b( E3 T' Y# Z' T
- end5 l: P, q" V, s4 _( v2 b# T1 R( g
- end3 C) }' i0 u9 L0 K5 ~- u" {
- #--------------------------------------------------------------------------
3 }5 h/ ~/ D9 y$ s) [ - # ● 处理光标的移动5 _, F" p; u$ g/ C0 u- W1 n
- #--------------------------------------------------------------------------
* _6 e' M7 o1 q2 k) U# Z, K$ X - def process_cursor_move
5 b- m9 H" u0 E. p - super V# [4 i0 Q0 s2 ~% y( }: c/ l& F9 \
- update_cursor1 Y* V4 \& B) B( e3 \: N
- end
& ]8 g9 t; f1 s! j4 @ - #--------------------------------------------------------------------------. P3 @' ?9 x9 H- H; n
- # ● “确定”、“删除字符”和“取消输入”的处理
s/ H6 V1 {# ?7 Y7 o0 o - #--------------------------------------------------------------------------, R3 U7 D. F' K e4 O2 v
- def process_handling
2 J% S1 @4 O8 s( O! H+ Z( z - return unless open && active
6 d; E( R" O8 c0 w% p - process_jump if Input.trigger(A) ^! t0 E2 W1 k5 d" P
- process_back if Input.repeat(B)
2 X% M6 I% |& J) B - process_ok if Input.trigger(C)' h4 d& y1 F4 z( |1 o
- end9 i/ z- o# \, I! i0 p1 {
- #--------------------------------------------------------------------------
' I0 }8 L t+ n c/ A - # ● 跳转“确定”2 {8 Y8 u; n6 `7 }! L/ q
- #--------------------------------------------------------------------------8 g( R2 ~# k8 S# e* n( J. o
- def process_jump2 e4 N! J$ ` L* c6 t( G: z0 @' Y
- if @index != 11 P2 J: C: T% {2 Q" `2 q8 q
- @index = 11& Y- L k9 [- B4 i. `
- Sound.play_cursor6 z$ E5 X8 A2 }0 ?9 f: L
- end/ ^1 `% x: l# z2 _
- end7 ~% e, Y) u4 A5 l" ]
- #--------------------------------------------------------------------------
: U1 C5 Y) Y! Q7 e" j - # ● 后退一个字符, [; d6 Y8 `6 m' I4 a/ F
- #--------------------------------------------------------------------------8 @3 E; j: \& B ~: H
- def process_back
- M* k6 }1 ^. q - Sound.play_cancel
& d/ C, t$ w+ U+ J& M7 E& x - place = 10 (@digits_max - 1 - @old_window_index)
6 i2 a$ B5 _& f# ^" u ^ - n = (@number place) % 10
- b( k; A7 s0 P! h - @number -= n place6 K+ V- a' r8 j0 m* X
- @number_proc.call(@number)+ j) T/ Z+ p& S( r0 V
- @old_window_index -= 1 if @old_window_index 0
3 O$ ^4 p6 C* j- U& z) v - @index_proc.call(@old_window_index)
' K8 a# k: w* v4 F9 O9 n - @refresh_proc.call
8 }# @6 j! `& _& ?0 F; I4 k - end5 T8 b! F1 M1 D+ y, i' z. d
- #-------------------------------------------------------------------------- b+ ?0 x1 Q E1 a6 {+ f* m. q! e) H
- # ● 按下确定键时的处理
% L- i/ K& f1 @* `3 _ - #--------------------------------------------------------------------------" h" N) \% {5 ^% R
- def process_ok; m4 W! z5 ]) d" j Q
- if get_number
) m, s3 Z$ Y1 V( F/ I; I: h( O3 B9 U - Sound.play_cursor
) D) Q P* I* J - place = 10 (@digits_max - 1 - @old_window_index)2 P* ^$ [5 u& O2 k6 w. O; Z
- n = get_number - (@number place) % 101 k* m* a/ ~' C! b- U
- @number += n place8 `2 N; Z7 B" ^2 Q R7 l4 q0 ^
- @number_proc.call(@number)
$ f8 I; v3 Y# b, ]+ V4 v - @old_window_index += 1 if @old_window_index @digits_max - 1. w9 g3 G" L- W) S# \
- @index_proc.call(@old_window_index)* Y0 b; Z4 V, ]5 ]: ^( e1 o, G
- @refresh_proc.call
9 W* U' `5 F* ?1 | - elsif is_delete
) K" e. f! N- }& g/ }5 f! B* o - process_back- I4 `( }# [- n0 C4 p# Y
- elsif is_ok6 C* H. i0 g9 s+ f. O9 n- f
- on_input_ok
9 K! i; E1 |& L8 U6 a - end
9 N7 D* E" E" T0 @ - end
; ?* c/ @& Q( [) O9 z* W; t6 } - #--------------------------------------------------------------------------& } y2 `1 }% }6 D! j) ?$ Y
- # ● 确定
0 g6 b' A0 j0 h" c8 f! K" _$ S; B - #--------------------------------------------------------------------------( h: @3 a) Z U1 H7 u) {/ d
- def on_input_ok, x6 y1 X6 S/ k* r. T1 }: G# V D
- @index = 0( `5 X6 @8 z& e
- @old_window_index = 0: t7 r: m) @9 s+ W, M6 k
- $game_variables[@variable_id] = @number
* z1 _) V h6 |7 H; u$ e, i+ I - Sound.play_ok! ]6 Y$ \8 \0 Z7 U1 ]* u
- @close_proc.call; v, t4 ^& m2 K1 @
- end: ~3 Q! M) s5 M
- #-------------------------------------------------------------------------- `/ c7 K8 H ^$ d/ E+ D$ F7 R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
! }) \% Q b/ m4 N/ X - #--------------------------------------------------------------------------3 B% _% [$ z$ J* h
- def set_mouse_pos- g& T/ j* |( @9 `( K/ D
- if viewport.nil # necessary!( {& u) i( i, E4 R
- vp_x, vp_y = 0, 0* |) x. B4 r3 e
- else/ [& D Y3 Q' t# ^! P1 y: m
- vp_x = viewport.rect.x - viewport.ox
7 h/ p/ \7 @* a9 G5 Y" L5 e - vp_y = viewport.rect.y - viewport.oy
5 O, n' i1 _2 m2 C - end" O# j: N0 G. |9 x( `, w1 V) s( f
- item_x1 = vp_x + x + standard_padding
1 W. a Z4 U7 w - item_y1 = vp_y + y + standard_padding
) L' e! q, c- G' {; `" {/ T - get_index = @index 0 0 @index
, ^' K1 h' q; {9 y, q/ h4 V2 B6 k) C - new_x = item_x1 + 32 (get_index % 3 + 0.5)
5 `0 G! k" _0 i' a# d: j. b( j - new_y = item_y1 + 24 (get_index 3 + 0.5)) U' Q! d9 j4 u4 O2 f+ o* S
- Mouse.set_mouse_pos(new_x, new_y)
# ~5 s {% k/ R* e/ C - end+ p3 t7 y" w6 I6 Y Y
- end9 r" \6 d. G; j
- - f2 G; t, `+ u8 N8 R' C$ @
- #==============================================================================! M: R3 I! C& F( S+ N' W% V4 R
- # ■ Window_Message
0 Q# Q% s$ M, Z9 x/ W) q - #------------------------------------------------------------------------------6 z' [: h# }! Q; h% z$ |& Z' C
- # 显示文字信息的窗口。
, c- _* }+ M4 c6 d8 E - #==============================================================================* v5 }+ \* D& ^ X$ H p
- class Window_Message Window_Base
g" B; ~9 ]8 M% c - #--------------------------------------------------------------------------, s+ v, \. D5 w
- # ● 处理数值的输入(覆盖原方法)
7 Z3 z4 W5 O0 P: P! n7 {0 g7 s! F - #--------------------------------------------------------------------------2 ~4 A. C9 o! R* H1 _' O3 Q4 i
- def input_number
8 ]7 v" S% o! @) U- q. D- J - @number_window.start
4 D9 R7 g" l/ l# [0 H) Y# A - Fiber.yield while @number_window.extra_window.active- Y7 T8 P, {& @8 j! G* B' k7 p% v
- end1 i/ x3 i) N1 h! f8 B
- end9 d; T; S( \/ d2 V
9 g% r6 J8 r+ l# a4 E7 z- #==============================================================================( T8 c1 v1 }& N, N
- # ■ Window_PartyCommand: z( V% @: K2 q" O |: C+ O# {
- #------------------------------------------------------------------------------; p* _5 {" j' R; q
- # 战斗画面中,选择“战斗/撤退”的窗口。% F: Y5 K+ {. `/ {! F) T, B) y8 W
- #==============================================================================, i' `1 z" l- `4 k
- class Window_PartyCommand Window_Command0 j) A1 G" D0 L" z
- #--------------------------------------------------------------------------% u2 M# n) l2 M( l" R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
% }) M; V: q, ^& r9 |! @# s S - #--------------------------------------------------------------------------
0 V2 w; f, |3 H9 G - def set_mouse_pos
! q( `* V; S$ W - if viewport.nil1 @+ a5 k9 p. n+ _, z, p5 H
- vp_x, vp_y = 0, 0
! A1 b" d+ v0 l) D( @ - else
& ]7 v6 `0 w9 ]+ g - #vp_x = viewport.rect.x - viewport.ox
6 z* }0 U9 t# S8 D7 e: y- G o( X - vp_y = viewport.rect.y - viewport.oy" h8 Y. ^& a6 u; ~, w
- end) |6 q1 e" w. F' I& F E
- item_x1 = x + standard_padding
# ^3 Q! u' D; l Z7 ^1 x - item_y1 = vp_y + y + standard_padding
. X9 k8 U M$ h7 A7 w - get_index = @index 0 0 @index
) o) ~/ o$ i1 i3 U/ f* J0 N - row = get_index col_max - top_row1 N! H7 o+ i' V2 t8 ^
- col = get_index % col_max
; ~9 |# c4 G8 s6 `, f) y0 l - new_x = item_x1 + item_width (col + 0.5)7 `! m, [& h+ T2 k1 j
- new_y = item_y1 + item_height (row + 0.5)
8 u5 ?# j! W+ g2 V1 @$ q - Mouse.set_mouse_pos(new_x, new_y)
" X } o ^+ p: b; d - end
3 Z; i$ ]& b- I4 ?% H7 k - end$ d) v( V6 U$ _ W# X
- ) a% {+ a6 m: X0 g; M
- #==============================================================================
2 U, | c( h4 v, {* { - # ■ Window_ActorCommand
) i; A. M9 b( R - #------------------------------------------------------------------------------+ K, h7 }) f1 J0 x, Z
- # 战斗画面中,选择角色行动的窗口。2 |! u) E4 Z, l. O& A" x
- #==============================================================================
4 L: d: b: k1 @ - class Window_ActorCommand Window_Command+ S6 |$ z/ s0 {% h% c0 [" E1 M K/ g
- #--------------------------------------------------------------------------, t! ]" s# l9 Q$ e' \
- # ● 方向键移动光标时将鼠标移动到对应的光标位置; G# x, i7 Y1 f$ v% P5 N
- #--------------------------------------------------------------------------( r7 i8 x9 {0 t4 W
- def set_mouse_pos! ~4 M b [1 h. N9 s A* f4 `
- if viewport.nil/ ^/ a f/ ]6 o( u
- vp_x, vp_y = 0, 0
( Q. h% e! i/ G7 J - else* e' s0 G+ d4 k8 j
- #vp_x = viewport.rect.x - viewport.ox
& A! c9 g: P. |0 W: B& @ - vp_y = viewport.rect.y - viewport.oy
9 V r1 r( G) C" b5 v* D# F7 N2 `' l% G+ F - end: x) E/ R8 k( k4 {/ J. _( Y' P
- item_x1 = Graphics.width - width + standard_padding
; i, q& B% j9 p8 M; A# } - item_y1 = vp_y + y + standard_padding [9 o7 Q& W1 @/ Y( M: W
- get_index = @index 0 0 @index
3 U+ e1 B0 S9 K- s - row = get_index col_max - top_row# C) c7 W% U: Q- ]3 ?) P
- col = get_index % col_max% M# m& ^5 v0 L4 n
- new_x = item_x1 + item_width (col + 0.5)
3 R( P, `& S0 D+ N1 T! ?0 f - new_y = item_y1 + item_height (row + 0.5)( ~" q2 \$ N+ b2 u5 R* g- E% y" P
- Mouse.set_mouse_pos(new_x, new_y)$ o7 [% t" E' B% V
- end
. S- i! l) P6 y1 u' ^9 F2 x - end3 K( |5 g2 R5 {; W/ v( X c( p# X
; \9 V$ f v/ v4 r3 L' w/ h- #==============================================================================7 m# w1 o8 z' }5 v1 n W; x; C
- # ■ Game_Player
4 f) ]7 X8 R' Z4 e- |1 a6 E - #------------------------------------------------------------------------------
" j, z! V# e3 p6 k/ a - # 处理玩家人物的类。拥有事件启动的判定、地图的卷动等功能。
2 I. P/ \* m0 [* ^ V- d - # 本类的实例请参考 $game_player 。' F ?4 S2 `! U$ p# q, U
- #==============================================================================
/ A' w+ X8 B) R - class Game_Player Game_Character
( d) |5 ?5 v. h& W, Q - #-------------------------------------------------------------------------- T. s- G0 ^7 @$ J5 ~$ C1 A
- # ● 由方向移动(覆盖原方法)
1 \* f) Z( ?* ^/ b: o - #--------------------------------------------------------------------------
" t5 x. Y/ z4 o+ n c3 F - def move_by_input) h# U- y1 Y. Z" K: O8 C3 u
- return if !movable $game_map.interpreter.running
, z9 @. A' g( y! M6 { v/ c - if Input.dir4 0
' J# {% E$ v7 @$ @& Y - move_straight(Input.dir4) 9 F/ ^- b' ?$ }& A! j
- reset_move_path
( R. w Q! T8 }& ` - else
7 [# i0 {) |$ i/ g" @& t - move_by_mouse: a; b+ D% T% x- ?1 [1 W7 \) f
- end2 \# L- K0 ?8 ^/ g/ m+ y1 b
- end
' A) v c9 A# @3 e. D" ~( x- n2 u( C! n - #--------------------------------------------------------------------------7 O& g: m) b& ^+ C
- # ● 非移动中的处理(覆盖原方法)
2 q% S4 o* x! U+ @- u - # last_moving 此前是否正在移动
" A& q7 P U0 F! _# D3 z3 e - #--------------------------------------------------------------------------
- Q& ^4 ^9 C% b: o6 v' b - def update_nonmoving(last_moving)
* k7 M' h& ^; w: @* ` - return if $game_map.interpreter.running
1 K* o" v- p) Y g* M( |1 G9 I - if last_moving+ C6 w* B; g3 _# L5 F
- $game_party.on_player_walk" c& t8 g& N5 ]5 g6 v' k
- return if check_touch_event
3 t( r$ l! C1 S$ \ - end
; J9 R" ?+ |9 l F - if movable && Input.trigger(C)' ? E! |8 j. }5 e( c
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换, d5 h+ h5 o2 Z: X
- return if get_on_off_vehicle6 L" v2 `; ]* f. `4 `, l
- return if check_action_event
2 k5 @8 [0 L9 S, ^1 w5 b8 N - end
9 _' j! C# s0 n - update_encounter if last_moving
8 I8 L5 q+ s( f& c j - end0 i3 R( l2 ?' z5 x9 X& y
- #--------------------------------------------------------------------------
: ]% N( r% d( g* B! @ - # ● 判定是否跑步状态(覆盖原方法)" z4 V' d; G! ~
- #--------------------------------------------------------------------------
1 Y2 F, N! J/ N" @" y - def dash
9 f0 b5 \. Z ]2 N* ? - return false if @move_route_forcing
% b3 X- W3 T% l1 P+ ~ - return false if $game_map.disable_dash
" i" I7 ?* H" |; o+ K H - return false if vehicle( S8 o6 B8 Y/ o4 I( {
- return Input.press(A) @mouse_dash
9 F' }3 {( C0 ] - end7 x8 h, E) U3 k
- #--------------------------------------------------------------------------3 j& K8 E. X% V9 u: i
- # ● 初始化
9 i- C+ r; [" g# U7 f% L8 V - #--------------------------------------------------------------------------
3 x3 j8 H4 |1 R4 ~& w, n4 k - alias sion_mouse_initialize initialize
& C- L1 r1 i; @6 ?9 o - def initialize
& Z3 K3 b# E! |! O5 c7 | - sion_mouse_initialize
' ?& \. X- {* @' A; C- A0 v% r - reset_move_path
5 N1 { ^) @" y4 B- B0 C K; @4 U - @moveto_x = 0
' B/ o0 i! t6 G' G - @moveto_y = 0
6 D# L9 z: F! e# E+ L - end. ?- }' i8 O7 b4 k7 l5 p
- #--------------------------------------------------------------------------& ?, v. O! a S6 e6 Q0 Z9 {
- # ● 更新% }# L: ]) M! X& P/ x
- #--------------------------------------------------------------------------
4 y( e1 e7 ]% }# _ - alias sion_mouse_update update
1 V# O0 D7 }$ {0 R' N5 W - def update o5 q) D/ {9 J! V
- sion_mouse_update* `% q. R4 ~" c1 w3 b5 b2 ^" p% a' x9 {
- clear_unreachable_sign
' o- j5 W* ]3 n8 l; r; S - end. Q2 B' M: m( d4 q
- #--------------------------------------------------------------------------7 Q) {0 d$ a/ o& y6 i; i, a
- # ● 处理卷动( i( C. Y! |+ m8 {5 t
- #--------------------------------------------------------------------------# i) U5 E4 e( q8 L! ~
- alias sion_mouse_update_scroll update_scroll
4 A4 @4 A$ y: d& X - def update_scroll(last_real_x, last_real_y)
' Z* D! [# t0 |+ a6 f - return if $game_map.scrolling4 J" P1 [3 m# H; c$ }
- KsOfSionNew_Scroll new_update_scroll
2 I% W" t3 r: G+ [$ e \ - sion_mouse_update_scroll(last_real_x, last_real_y)8 V3 G' f( _; F2 p) H: G2 A
- end) t- A: [! b _* q! K* f
- #--------------------------------------------------------------------------
5 n; Q7 f5 K# x; x: w; l - # ● 重置移动路径相关信息9 Y3 J2 z: d6 w* s- d4 d
- #--------------------------------------------------------------------------* h( S6 s& o0 m- p
- def reset_move_path
! o) {) R6 U# ]6 U4 W0 ^1 i; R - @mouse_dash = false5 q( B1 {8 {1 O) z$ X
- @mouse_move_path = []
+ e3 F5 O3 P. r& P2 } - $mouse_move_sign.transparent = true
- ~5 \+ c h( ^1 C3 T6 a - end1 Z1 F5 P3 L# L u3 G
- #--------------------------------------------------------------------------3 ~+ ]6 W3 v: ^$ W/ @9 m! c) @
- # ● 新的卷动地图方法2 _/ g6 f+ |& @. L/ p
- #--------------------------------------------------------------------------3 O D/ h; ~9 F" K* B6 u( F C
- def new_update_scroll- ?. K/ K! Q0 X. y4 ~' l! F" r ^
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width6 C, M5 n; ~7 D5 {5 ?' n5 B+ ?
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
( T* x E6 [1 x/ q$ p& X9 i! x" { - ax = $game_map.adjust_x(@real_x)
# U) s+ Y. B. B# {0 u- k - ay = $game_map.adjust_y(@real_y)
; ^2 U% R1 Q7 Z% d( B% K+ w1 P - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y# n! u) d8 f" v1 N9 j8 ]
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
$ q; c4 g$ _9 V* D! v- `1 N. L2 j! q - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
$ g5 _3 @( Q. b+ Y& W7 e4 n - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
. s) k2 `1 O s) {7 q) A2 u - end
* U+ c8 b6 T3 I7 i5 g% w - #--------------------------------------------------------------------------3 m9 z& S# e4 B; K% s3 K+ m/ W
- # ● 消除不能抵达图标0 ?6 X& o6 M' D! }4 D
- #--------------------------------------------------------------------------
$ W3 q( ^0 }9 L; i, ?: u& i' T - def clear_unreachable_sign
0 C# F1 w+ K% u- o1 [ - return if Mouse.press(0x01)
- b0 P8 z8 h9 M5 A P - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0& O( @. f# [: N8 S( |
- $mouse_move_sign.transparent = true+ `* W: o( r' F; w S0 @5 y9 `$ a' e) Q
- $mouse_move_sign.direction = 2
9 }% P, @! b, l% u' y - end
3 ?7 E% |' j; P1 g - end4 u, q' t: P5 c) l- F% s2 L* m
- #-------------------------------------------------------------------------- P6 d; M1 f+ ^9 b4 h
- # ● 由鼠标移动
" U/ v4 M+ @ Q$ q# y8 v+ G- y0 Y - #--------------------------------------------------------------------------
) S; i2 c2 ?. J2 M, d - def move_by_mouse
0 B& D* J1 |3 M# f, {/ S* R. ^ - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
, N4 s* @; x+ i8 s+ A1 n1 o - dir = @mouse_move_path.shift, z4 C& W& {# a
- if passable(x, y, dir) && !@mouse_move_path.empty
7 u) H: g4 s m% X8 \6 N5 F - move_straight(dir)& z! ?% `0 Y, a7 J. @
- elsif @mouse_move_path.empty # 判断是否是最后一步
2 L& ]' R$ w! O% G - x2 = $game_map.round_x_with_direction(x, dir): d6 C, a! J! a) i
- y2 = $game_map.round_y_with_direction(y, dir)
8 B/ e8 w8 s Y5 w) a - move_straight(dir) unless dir.zero
5 \& |/ a0 U9 ? - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具1 V7 z8 ]; u4 |; T
- check_event_trigger_there([0,1,2])# D- F. e; y8 H# \4 S9 e5 y
- get_on_off_vehicle unless $game_map.setup_starting_event) S$ V# }+ Y( c/ d! r% ?
- end0 @. a0 s' ~6 R% [7 g$ r9 i2 k) s
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2) H7 u* l" M! B$ Y- K; E( s8 P
- @mouse_dash = false
" [0 u T4 z7 |3 K% Q" N - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
0 P& d8 |. {- {1 O. I9 L' r% N4 i" m4 g - @mouse_move_path.shift
" j1 C2 ~0 |8 S) k - @direction = dir
) K, ~/ A7 [' c% @$ _3 h0 u0 W - @mouse_dash = false, r4 W: O- s5 M- z: p# M7 m
- else$ l; e; Z% Q4 C4 O3 X" e/ L, p
- draw_move_path8 F" Z$ D& W5 w9 Q
- end
# @# Q1 l$ t& x: G5 O - end
+ R2 C' W7 E$ b$ l - end( Z7 S# n2 l& N" v6 e+ i3 `
- #--------------------------------------------------------------------------
8 g- e; p0 L( ^- B {2 N5 f - # ● 地图界面按下鼠标左键的处理6 l' `# k. X3 R; {3 c5 m
- #--------------------------------------------------------------------------: A6 i; x b6 t: g q
- def left_button_action b, e! ^% T2 h
- return if !drawable $game_map.interpreter.running
: x! ? m0 @5 q' h7 w# ^6 A! i" M [ - get_mouse_pos3 k/ b, ^. q3 I d2 K
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
6 z" n% y1 A. l t - if @shift_event8 J) a7 Q& M' T% M) @) j/ i" i6 {3 }
- if Mouse.trigger(0x01)
9 E9 P& L/ i2 D/ z - @shift_event.jump(@moveto_x - @shift_event.x,
- p- b# ^$ i$ ~ I- G7 x% I4 _1 t - @moveto_y - @shift_event.y)
4 n% c6 V+ o4 K% C/ | - @shift_event = nil
' \; O( ~) E$ A3 Y5 x& d - end4 U. m, j4 f; M: x0 s: q
- return
5 T- F0 C* G& t; [. Z% u: X. P - end& @. ^7 _0 L) W8 [) E4 h
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
3 o, \4 m, l7 f% Z, g$ q& M' k - return if moving (vehicle && !vehicle.movable)1 y* ]5 r5 c. z) x; d* C) [
- check_event_trigger_here([0]) # 判断是否触发重合点事件* R9 E G" k1 @5 m- U: B
- get_on_off_vehicle if !$game_map.setup_starting_event && : T+ @' `7 G# t2 T8 F* X
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇! ^, T7 u* C) j1 u
- return9 n5 p8 N# C5 i5 d2 z0 J9 r2 Z
- end
9 F N% H9 Y( @) W6 p - # 判断是否用鼠标启动事件# Y* z( d) W# U8 i
- $game_map.events_xy(@moveto_x, @moveto_y).each do event
0 k X0 }2 x6 O( z8 ]6 b. [6 B) j - if event.mouse_start( @0 s' p: A9 e) a9 m( O
- reset_move_path# P" X0 D8 w/ S% q% J
- event.start if Mouse.trigger(0x01)
6 x' D: e0 V9 g5 S2 g - return E5 ]# r3 ~$ Z, _+ E. c
- end+ a* w/ I$ e) Z) }$ h
- end" _0 [; k; ^. u, D. B& h5 X/ r
- @mouse_dash = true if Mouse.double_click # 双击冲刺
?* Q: w4 |' ?" w* _! ]; u: W. a; o - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
1 m( Q! h; G% h% h/ j - for i in 1..4 # 判断目标点是否为角色周围四点
5 \9 m. t2 G1 H - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&5 a# L0 N! m' z) N0 X3 r+ v2 E1 R4 H/ e
- y == $game_map.round_y_with_direction(@moveto_y, i 2)
% @% @" \& d' ]% C+ q# T+ y# \+ U& { - $mouse_move_sign.transparent = true
& D, L* T; J2 w# Z; T2 ^ - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)- Q1 |* i3 _2 u0 x: r
- return; end( b" u7 E3 ~: Z- J
- end
0 O+ r2 O, ^2 N5 l# a& F - draw_move_path
4 N; W) q; V$ v3 _ - end1 X- J9 F+ D# s; F1 U. C$ y# N
- #--------------------------------------------------------------------------5 M( P( `' M3 C: i9 S. l# ] n
- # ● 取得鼠标处对应地图坐标点
3 j' t& Y1 h6 `- P8 z1 N - #--------------------------------------------------------------------------1 E/ s# K+ O8 i2 Q
- def get_mouse_pos
+ q5 S" f; l! B! N0 H' x# U - $game_map.get_mouse_map_xy$ y6 h5 i. k+ F6 D9 V4 `& U+ w
- @moveto_x = $game_map.mouse_map_x6 x! |" O/ }, M" Q+ _
- @moveto_y = $game_map.mouse_map_y
6 K) B4 w' v/ b! Y - #mouse_x, mouse_y = Mouse.get_mouse_pos
8 M, d: O$ s. b( t3 c( G [ - #@moveto_x = $game_map.round_x(x + (mouse_x -
% ]( X( h/ @- ~$ j J' P - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)4 j; t: r5 p+ B, Z6 B8 R# U C
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
) Z U) a% M$ E: w% j - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32), y5 U+ @: F% p2 ^ m) P
- end& y. T* ^5 k1 E7 w: d
- #--------------------------------------------------------------------------6 t& P8 Y* ~* I% u( q6 \9 L% n/ C
- # ● 绘制移动路径 @array[move_directions...]
! }$ L! h7 j, B: g) P/ ~: R - #--------------------------------------------------------------------------
: p+ n4 Y( B1 c7 W$ r' P - def draw_move_path
* H6 ~: D, Y1 A7 W `4 c- H4 J - #temp = Time.now
* s5 k% [" c8 q4 B$ a7 T' t C - case @vehicle_type
4 |0 {% l/ h8 z9 Q% t; n5 u - when walk
4 F# |% A _" r" [9 J. m) H - draw_walk_path( W- k; P' a1 ^2 k$ O
- when boat% o) [9 h& G8 {! s4 o- L
- draw_boat_path6 i1 i$ O" U& g; f: g1 i
- when ship* |7 f& }7 v) q
- draw_ship_path( Q% i. d+ `9 z* Z2 @
- when airship
1 ^/ D7 ^- z( U% ?: K+ O - draw_air_path
1 a$ D0 i$ t" k, l+ B* \; t& s - end$ x; c# C/ K0 b# D
- #p (Time.now.to_f - temp.to_f) # 测试效率/ W6 J5 M9 k) F7 l4 O% u$ S
- end
& R" A6 Y( P2 J2 X! y. P - #--------------------------------------------------------------------------
( y) F' \' p( ?3 g - # ● 判定是否可以绘制移动路径& ~3 Q: T" v, {$ [
- #--------------------------------------------------------------------------. J. u+ r# C; R+ v) I! R- k$ _
- def drawable; b; _. }" A" n: c0 {$ W
- return false if @move_route_forcing @followers.gathering; ^" {( l% I) y9 t! g6 v
- return false if @vehicle_getting_on @vehicle_getting_off
- s1 {( |: ~) z. o - return false if $game_message.busy $game_message.visible
/ |7 m$ `% B. m$ n- B - return true
& G. }) O- C' @0 v" t' t - end4 e5 h0 o: h1 O+ E
- #--------------------------------------------------------------------------+ Y0 F5 {! N. B- n( y$ t# {" ?
- # ● 绘制walk移动路径 @array[move_directions...]- h8 u4 q! V% }6 w t. R
- #--------------------------------------------------------------------------& a1 o- g3 W. U* @: {$ t1 E1 o/ F; F
- def draw_walk_path
; h2 p8 z0 H5 B4 L. [ - # 准备绘制路径表格
f* p/ E& T& P - sheet = Table.new($game_map.width, $game_map.height)
x% Y# ?# O- F2 I - reversed_chase_path = []; chase_path = []
7 _# D% `/ I4 o$ b& Z0 M - reversed_chase_point = []; chase_point = []2 |, c% a2 `1 t5 S) }, m% b- b: g
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
" }0 T% G6 X( z6 t+ K' u - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2- M8 U& g3 z: P% ?( s f1 @) e
- reach_point = false
( e( W9 [/ H+ v; f) R4 S - step = 3- }% Y( s6 O8 z, ]! z1 J
- loop do #loop1 开始填充表格; u$ [4 `1 a+ E9 s0 R" k7 F
- draw_path = false
3 i! v; K f& y- { - check_points = new_start_points7 |' X8 R& K, q0 a5 k2 u! n: _
- new_start_points = []7 O- {8 U6 y" x! k c8 @
- loop do #loop2 从起点开始正向填充* N! E- }" ^3 j" C
- point_x = check_points.shift k2 C1 A' v( e: S- g
- break if point_x == nil
7 ^$ x0 O! g! N! w$ p9 ?& i$ @ - point_y = check_points.shift0 i3 U7 w) I; n- `
- left_x = $game_map.round_x(point_x - 1)
' [7 r4 T0 _+ r; G2 J( O3 T - right_x = $game_map.round_x(point_x + 1)
3 }$ D0 O, c! q' \1 b( M+ p# I - up_y = $game_map.round_y(point_y - 1)7 t1 C8 V# v7 {& @5 e! U- T) M
- down_y = $game_map.round_y(point_y + 1). v! Q, d% s5 `+ G6 j
- # 判断路径是否连通
H/ j# T0 E& r; ] |4 w - path_step = step - 1
/ w1 @. n0 G8 }) [ - if sheet[left_x, point_y] == path_step &&# r! ^! _9 B8 i3 z
- $game_map.passable(left_x, point_y, 6) &&
+ d$ i/ B4 H( y6 P7 s! [9 H - $game_map.passable(point_x, point_y, 4)6 V$ K8 S; j! a( P4 K, j; M$ j
- chase_path.push(4)% b9 o$ Z6 [& Z. Q! ?$ l
- chase_point = [left_x, point_y]
; G6 k1 @( v0 [ - reversed_chase_point = [point_x, point_y]
" [) o% g3 t* d3 d% W. ~" r - reach_point = true; break
8 p$ F2 \# f# y- T8 c( S - elsif sheet[right_x, point_y] == path_step &&
. W/ P- G: V& I& m - $game_map.passable(right_x, point_y, 4) &&; h" J) f6 K6 e9 J' h
- $game_map.passable(point_x, point_y, 6)
/ ^5 t5 R" A+ R7 I/ g( M$ M' B - chase_path.push(6)
% f1 [4 m x6 @; ?9 |; E - chase_point = [right_x, point_y]
8 I+ K" ?' `/ k/ ]1 m* m - reversed_chase_point = [point_x, point_y]7 h* v: N E, ]0 |, g: J
- reach_point = true; break% C- ]5 y2 N3 T( r1 @1 Y: S b
- elsif sheet[point_x, up_y] == path_step &&' s" d5 X( B, F
- $game_map.passable(point_x, up_y, 2) &&
1 j$ w3 l9 @" S! i - $game_map.passable(point_x, point_y, 8)
+ u5 t# @% c8 q, w, h8 q9 r) q - chase_path.push(8)- w6 ?7 B2 t. {" Q; Z' {5 f$ q
- chase_point = [point_x, up_y]
( J, D# L0 ?" J! K - reversed_chase_point = [point_x, point_y]: }* s( d5 M+ v
- reach_point = true; break5 ~: b' G6 a, V6 z% C- m
- elsif sheet[point_x, down_y] == path_step &&% g8 c( I- r/ }% A% a
- $game_map.passable(point_x, down_y, 8) &&
$ b; R1 E/ k1 c - $game_map.passable(point_x, point_y, 2)
% H K" K1 E3 o# J# K3 h& v - chase_path.push(2)( u5 @ j& K& N5 |" ?0 k
- chase_point = [point_x, down_y]
+ W: C! _: c2 j( q - reversed_chase_point = [point_x, point_y]
6 f8 z1 e# u, H2 H2 F {- \ - reach_point = true; break9 T: n- I! j9 Y% V% w
- end% ? l c: {6 O7 R0 v
- # 以需要抵达该点的步数填充路径表格 #) a; J: v! W: _ F* @, B
- if sheet[left_x, point_y] == 0 &&( r( d& b2 y& A3 |8 y
- $game_map.passable(left_x, point_y, 6) &&
1 h2 n1 D5 V, f: K$ b4 v - !collide_with_events(left_x, point_y) &&/ `+ x1 v: p- q/ v' R
- $game_map.passable(point_x, point_y, 4) &&
5 w2 D- q& d' B& G1 z+ e; } - !collide_with_vehicles(left_x, point_y) #judge_end% c n1 A$ ^* s6 ]8 a/ f, h
- sheet[left_x, point_y] = step7 a% Q& x/ h( i6 j# [
- draw_path = true2 V4 \& {$ v: M, p0 g) q* j
- new_start_points.push(left_x, point_y)" W1 ~/ i6 `& g, L7 |0 N. \& H
- end9 G7 R; ]4 g5 \: B& [
- if sheet[right_x, point_y] == 0 &&
+ L, p0 b5 A' Y# u Q. T - $game_map.passable(right_x, point_y, 4) &&/ j: g; z+ w* o, I* W6 m( m4 k% s6 }
- !collide_with_events(right_x, point_y) &&
2 M5 K2 J- ?! ] - $game_map.passable(point_x, point_y, 6) &&% x5 u v+ j+ O7 j& v( l: j6 D
- !collide_with_vehicles(right_x, point_y)#judge_end
/ {( }0 c0 R+ }4 J+ t - sheet[right_x, point_y] = step8 b0 d' [9 F$ b9 j
- draw_path = true8 D5 ]4 G% c( F9 H" G
- new_start_points.push(right_x, point_y)
* I4 T$ k3 O! h. M - end
9 v' |4 s- L5 E3 L - if sheet[point_x, up_y] == 0 &&
1 O( O# X0 {6 `+ C' q& R/ _" v - $game_map.passable(point_x, up_y, 2) &&. V, I5 }6 Y- a7 a
- !collide_with_events(point_x, up_y) &&: G( ?& F- p8 M
- $game_map.passable(point_x, point_y, 8) &&, B& V% |% O+ N' f2 Q$ v
- !collide_with_vehicles(point_x, up_y) #judge_end
3 f. K: O |7 N* r$ W0 @& a - sheet[point_x, up_y] = step
/ i z% D! I) F$ B. C+ o - draw_path = true
9 n5 l/ w Y% J# b/ o - new_start_points.push(point_x, up_y)6 |4 W1 v, y( O7 Q( y& w+ G
- end) L" U5 {/ P$ S' z+ Y T7 j
- if sheet[point_x, down_y] == 0 &&
# _4 t" G1 V _1 ~# Q. f4 t4 j! I; w3 @ - $game_map.passable(point_x, down_y, 8) &&3 A2 e7 G" H/ ?1 b% g8 W% J
- !collide_with_events(point_x, down_y) &&
% ?6 u& }2 u0 m - $game_map.passable(point_x, point_y, 2) &&. c: o' i; R# r! |7 X! o" ^
- !collide_with_vehicles(point_x, down_y) #judge_end. O# ?% m+ M/ J6 k" {
- sheet[point_x, down_y] = step" L! n. z7 H' k" a5 ?
- draw_path = true& p& r: Q; M9 j' ^
- new_start_points.push(point_x, down_y)- @* h3 \7 a. E" Q
- end
, F, G- T" l- N( V! d - end#endOfLoop2
6 g8 Z" {9 Q! E# u0 `) n - break if !draw_path reach_point# U* d4 O& f/ G" o, i+ W
- draw_path = false9 \( B" v* \5 ?1 O" i8 c8 y2 Q
- check_points = new_end_points
/ A7 R/ q3 W( Z - new_end_points = []2 n! I. O2 x! Y, E
- step += 1
% O+ c- v W& S, l2 C5 V# X' p, C$ [ - break if step KsOfSionBreak_Steps &&
* q; \! s5 o& m& S - !Input.press(KsOfSionFind_Path_Key)1 d& [7 Z2 N/ x2 ~+ C) j
- loop do #loop3 从终点开始反向填充 ^" s3 g+ D# M1 J5 Y8 C r: M
- point_x = check_points.shift0 `7 k) O* j3 e$ z% u: Y- e1 q1 ]
- break if point_x == nil# T: a2 [& ]1 r2 x* z
- point_y = check_points.shift
& v# W, ^$ x& ~+ a% x8 O! ~ - left_x = $game_map.round_x(point_x - 1)3 F" a9 t6 o6 k. _
- right_x = $game_map.round_x(point_x + 1)$ j! L3 k" Z3 M) x! ]1 g
- up_y = $game_map.round_y(point_y - 1)/ c$ z; M7 R7 E/ C) \2 @( N
- down_y = $game_map.round_y(point_y + 1)$ v6 E: v9 u2 m# M! X, R1 U: R
- # 判断路径是否连通6 Q& \- Q9 e& y. i% y4 v, |
- path_step = step - 1
! c0 S+ I7 {3 B2 a - if sheet[left_x, point_y] == path_step &&( L! r1 R9 v2 j& |; u' I3 g4 a
- $game_map.passable(left_x, point_y, 6) &&
0 {8 n$ E# ?" g1 e - $game_map.passable(point_x, point_y, 4)5 X3 ^( s- D: |) q
- chase_path.push(6)
. X1 \( B$ x9 N H2 Y3 ^$ J* x @ - chase_point = [point_x, point_y]( c, @4 q+ c; g' x# h
- reversed_chase_point = [left_x, point_y]
# [ d, W* Y* R9 w+ D5 E - reach_point = true; break9 N5 n; V' p, r" h9 g! ^
- elsif sheet[right_x, point_y] == path_step &&; p- h. r [+ X/ l) k
- $game_map.passable(right_x, point_y, 4) &&
/ I" u: \* Q* q( e( `4 ^ - $game_map.passable(point_x, point_y, 6)
# T t Y7 S, l/ I. O+ ^2 f+ D% _ - chase_path.push(4)
! _+ r2 x* k5 E2 C - chase_point = [point_x, point_y]
( }& `3 [( I% m4 D - reversed_chase_point = [right_x, point_y]
" e {) _1 W; l5 F - reach_point = true; break' o" j `8 Y9 P, a6 v C2 c( ^7 z* A
- elsif sheet[point_x, up_y] == path_step &&
2 V6 N5 p# e* H/ a, W- ?1 I - $game_map.passable(point_x, up_y, 2) &&1 x' A% ]6 O! q9 v4 q* D
- $game_map.passable(point_x, point_y, 8)
) R5 _) a& i+ w2 |$ A1 t - chase_path.push(2)0 S& c, h0 [( W( [ ~3 a
- chase_point = [point_x, point_y]
% e! w+ i4 V" V* T* s7 n6 P - reversed_chase_point = [point_x, up_y]
L' ^1 ~( L5 }( H - reach_point = true; break9 |5 J; K2 m: f7 _
- elsif sheet[point_x, down_y] == path_step &&
) m7 |1 g. Q0 S - $game_map.passable(point_x, down_y, 8) &&
- L* R% k+ }* F$ U! i* V# n) o - $game_map.passable(point_x, point_y, 2)
% i+ `9 Q3 g! k4 b/ i5 |- U - chase_path.push(8)
3 U, C" k+ s' j - chase_point = [point_x, point_y], Y, h6 I- x! V2 {
- reversed_chase_point = [point_x, down_y]
i, t u- p% }. f4 u( ^( z# U. | - reach_point = true; break! j2 h) C1 U& G# ~9 r# s: u
- end
' u `# a. C9 N/ c3 B: i, a5 ]3 e% Y4 ] - # 以需要抵达该点的步数填充路径表格 #
( o0 `; b7 G3 E8 j* K/ _; @ - if sheet[left_x, point_y] == 0 &&$ j. L6 D$ G; o/ L
- $game_map.passable(left_x, point_y, 6) &&
) W! Q7 N C0 G# G - !collide_with_events(left_x, point_y) &&
3 M- u6 U, x1 a4 ?+ R9 B( k, U7 y - $game_map.passable(point_x, point_y, 4) &&+ s6 k- u8 M4 J# {
- !collide_with_vehicles(left_x, point_y) #judge_end8 w' W$ b& c) E$ g0 ~5 j, v
- sheet[left_x, point_y] = step
) b! T7 V p5 G- r+ j - draw_path = true
" G+ k$ a1 P6 M, P - new_end_points.push(left_x, point_y). H2 \ K! I+ k' O; Y0 Q9 x
- end. I" {1 e' U: c6 F( e' ?3 v- e
- if sheet[right_x, point_y] == 0 &&* B0 m) r: k8 P$ z( N( V
- $game_map.passable(right_x, point_y, 4) &&) E! w& K* ]0 T# J9 _+ h' s R0 j
- !collide_with_events(right_x, point_y) &&0 g1 Q% o. L- J/ a+ W2 M
- $game_map.passable(point_x, point_y, 6) &&! T6 D* P d* C4 h3 l% |" \$ p
- !collide_with_vehicles(right_x, point_y)#judge_end
" _2 [ M$ E2 o+ I% V/ U& | - sheet[right_x, point_y] = step
. a( X; e7 W# z5 R6 x - draw_path = true4 m9 C7 B- ~9 C: h/ F9 z1 u
- new_end_points.push(right_x, point_y)$ _* s( | P/ {
- end8 L4 x) w1 u+ T$ p) R" e. w. l
- if sheet[point_x, up_y] == 0 &&
, |$ F' }. x/ x/ }* j+ I - $game_map.passable(point_x, up_y, 2) &&& K' z. v3 d! T' `
- !collide_with_events(point_x, up_y) &&1 l9 E) Y7 o. s4 j2 W% A8 p5 W
- $game_map.passable(point_x, point_y, 8) &&
3 e7 @5 \% [" j( F5 |6 t/ n - !collide_with_vehicles(point_x, up_y) #judge_end: z+ y; f3 p! u, o, x
- sheet[point_x, up_y] = step( l3 K% @/ F/ V, ~: O/ S1 U
- draw_path = true% ^. F9 G0 C1 Y! ?4 L/ Q4 t" m
- new_end_points.push(point_x, up_y) j) n6 g: \0 ~0 g1 C7 Y# }
- end
, O! U% V1 \4 Z3 v9 K4 n/ T3 E' } - if sheet[point_x, down_y] == 0 &&
$ R1 [. J0 t. v8 S/ E - $game_map.passable(point_x, down_y, 8) &&
9 }( N9 W% m5 z* Y5 b Y) { - !collide_with_events(point_x, down_y) &&
' a. `3 j* ~4 }7 b4 \) ` - $game_map.passable(point_x, point_y, 2) &&
, H6 r+ ?3 a$ X3 D) X% } - !collide_with_vehicles(point_x, down_y) #judge_end
- V& A- C, C' F: ` - sheet[point_x, down_y] = step! x4 t( b" w0 M9 k; ?
- draw_path = true
3 r( P% F% G' i: t - new_end_points.push(point_x, down_y)
& P, q Z5 m/ e - end
6 O+ C5 O# n1 }! j' `: Q$ g% H% ] - end#endOfLoop3/ ?% a6 N: k6 D7 N; b# k
- break if !draw_path reach_point
2 C2 K8 v W4 W3 j: s - step += 11 T, |5 O. P" Z2 r; t" u6 K
- end #endOfLoop1 路径表格填充完毕
. T0 E. e. ^6 V6 O- ?. { - $mouse_move_sign.transparent = false9 v7 D4 s: f# N
- # 判断指定地点能否抵达
: {( Z; z. H o5 t/ J8 H5 | - if reach_point
" F; C) d; z/ x$ |9 Q1 U+ R - $mouse_move_sign.direction = 2. F( o h( d+ n" U
- else
) b7 e. U# C( D3 o+ q! ~* T0 H - not_reach_point* P5 _9 B7 |+ o: N
- return" o( Z: |8 m# k. ?6 Y [" o5 g$ y
- end
B; x5 i$ C! U- k' _1 D# s. M3 k - # 根据路径表格绘制最短移动路径(反向)
! t% y$ a6 t' D' ?1 w3 |; E - steps = step 2 2 + 11 C. U3 X8 H0 a( w7 x T& y& C( I
- loop_times = step 24 Z2 V6 Z% m8 E& D' j! w0 J' y
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]1 j9 g, m" E; f- S" \' R
- for i in 1..loop_times # forLoop
2 y f% F4 i4 ~5 E( P7 Q! q, f - steps -= 2
. Z* o o% e1 d( {2 V% T4 V6 K, | - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
& x2 I4 k7 _0 J y% M! @ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&% B; H2 Y6 a$ v
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&; H! p8 s- W9 ]# `4 Z7 J7 f6 L. U
- $game_map.passable(point_x, point_y, 4) #judge_end" }6 ^; g* o6 f! v% @
- reversed_chase_path.push(6)
1 C& j& `/ n# Y0 V7 C( s - point_x = $game_map.round_x(point_x - 1)
( y( D; {! N$ ]: [/ n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&$ i8 a) N9 `4 T
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&( f( i) K! O' e6 ~! M# K" Y
- $game_map.passable(point_x, point_y, 6) #judge_end
n! q+ y" Z1 h0 K& F( O) y - reversed_chase_path.push(4)3 M+ g* G; n( h% {* u% e* @
- point_x = $game_map.round_x(point_x + 1). d( l7 M" h. i% Q5 P
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
0 Q7 A b) c* ?7 I$ @ - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
: M( a9 n) d' z% v8 a - $game_map.passable(point_x, point_y, 2) #judge_end
1 ^% H1 k$ n; i8 \. I8 t; d - reversed_chase_path.push(8)
3 Q9 E1 d) W. N( D8 I - point_y = $game_map.round_y(point_y + 1)% V6 t3 g# R/ K& E8 j/ y
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&% k* x2 N4 y! q0 J) l
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&8 a1 r' g2 W- L* j% ?& \. e1 \
- $game_map.passable(point_x, point_y, 8) #judge_end
* P! d7 @+ d1 ~: b9 T - reversed_chase_path.push(2)+ a/ G8 [+ }/ V# n1 Z X, e
- point_y = $game_map.round_y(point_y - 1)* n6 n0 h. C. N" G, |
- end& f3 f1 j- N" O. N( W! m/ z
- else2 ^# S: S) t% t0 } R) T0 P
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&7 h4 c0 @" _6 `0 ]$ y. I
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&; [: l) r( b8 a1 ~/ o6 y
- $game_map.passable(point_x, point_y, 2) #judge_end
# }2 @$ \' U4 g" p/ Y9 U, h2 e - reversed_chase_path.push(8)
9 _: @- b+ C& B7 h6 S7 `" p - point_y = $game_map.round_y(point_y + 1)
, U [' K0 U: k/ p- x - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
" {2 {+ S/ _+ l. `& W, M - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
" ?$ w& ?2 Z7 k7 F# K. ] - $game_map.passable(point_x, point_y, 8) #judge_end
% G8 Y) O( ]. t7 F - reversed_chase_path.push(2). k2 t$ \9 R9 l6 J% X1 G, K
- point_y = $game_map.round_y(point_y - 1)
# b$ \ U; }- A6 A) j5 z) J5 b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
$ q0 i: i! u0 n7 }, W - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&+ S+ M- ?1 ~0 e4 F' m
- $game_map.passable(point_x, point_y, 4) #judge_end
- A7 O' J- q$ w) P - reversed_chase_path.push(6)$ q. Z; J# H" c5 ]' v/ v
- point_x = $game_map.round_x(point_x - 1)( _9 S1 [ Y# K+ ?# E
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&% ]4 b9 R, R0 E( z4 ]
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
: n* X" ^0 \, t$ h6 e - $game_map.passable(point_x, point_y, 6) #judge_end6 H% m6 Q4 G8 m/ t1 }
- reversed_chase_path.push(4)
2 ]" ^8 Z% Y9 ^ - point_x = $game_map.round_x(point_x + 1)
: |) j; h9 G/ e) ~ - end8 X( r- Y t& R6 L* J7 Z( n
- end
) V7 H# z) I+ C a2 e - end #endOfForLoop
$ \8 u& p6 r) g - # 根据路径表格绘制最短移动路径(正向)% T/ t) v- l- U7 E5 f
- steps = step 2 2$ q: ~4 I8 I4 l* ^# c5 F) n
- loop_times = step 2
) O0 _4 L* O W! s# Y( _ - point_x, point_y = chase_point[0], chase_point[1]
) j/ h H2 N7 E7 q& V+ Q - for i in 2..loop_times # forLoop
; [) i* r% F0 D* K" }4 \ - steps -= 2) `- [ {3 ^, C" r6 r9 N4 J
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
. W2 W2 c0 r1 t2 M9 G1 g J9 z - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
7 b' W' u6 Z/ r! p2 q+ { - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
& K+ M$ j" ^( ` - $game_map.passable(point_x, point_y, 2) #judge_end; z/ ^" o8 \5 X! i) W) O
- chase_path.push(2)% Z/ t- y `. s# V# h+ u7 z
- point_y = $game_map.round_y(point_y + 1)
D- ?7 }8 n5 D - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&$ H& V! T$ ~$ {& f& Y3 \7 [
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
' v1 e0 M0 K' E& u3 d. w - $game_map.passable(point_x, point_y, 8) #judge_end9 \. T1 ]! W# t; G5 w
- chase_path.push(8)# q5 f; v2 o' @1 n3 a* q; |; c3 \
- point_y = $game_map.round_y(point_y - 1)7 U6 W% m) i; K! G' j3 N
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
7 E% p! Q& Q# j2 G6 W - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
% _ h4 @! {' p& j. G - $game_map.passable(point_x, point_y, 4) #judge_end$ |% y/ t8 r, ^+ A
- chase_path.push(4): H/ l6 q3 `/ z% O1 E
- point_x = $game_map.round_x(point_x - 1)
: p, ?5 `& S1 o0 i - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
* l' G9 G* p. W4 j' @ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
( u& x- {' a; z# u/ F - $game_map.passable(point_x, point_y, 6) #judge_end
6 P% r) n6 O' y. I/ ^) F - chase_path.push(6)
2 V. U7 g4 L0 w4 x$ h: I. v - point_x = $game_map.round_x(point_x + 1)
# P& s. a/ r6 E7 B! `& ` - end
7 L0 @# T, i' s - else( c5 a2 R: w( f6 `# S. ]
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
2 r4 D, Q5 L: H3 ~' _2 ` - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
$ l( |1 p- x, k3 w - $game_map.passable(point_x, point_y, 4) #judge_end& z- I4 f2 s5 e3 b' G# N
- chase_path.push(4)
) E9 x: H' J; ^3 @% C - point_x = $game_map.round_x(point_x - 1)2 r2 P+ n1 l3 ?: k) p
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&* P0 `' A" D' B
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
$ o. t7 n8 f8 I$ C0 h - $game_map.passable(point_x, point_y, 6) #judge_end
. W5 @% n6 L# i2 _* t: N5 m - chase_path.push(6)3 H6 ^5 x; D- u' @0 J) R8 D
- point_x = $game_map.round_x(point_x + 1)# i g/ ~. l, D% q
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
: X* p* P- I: k - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
) k6 z. V- O, q' h - $game_map.passable(point_x, point_y, 2) #judge_end/ X0 `+ L% N7 x* T, J3 `' H; I
- chase_path.push(2)
9 R0 z' j& B; g6 d* X, \ - point_y = $game_map.round_y(point_y + 1)
" O; m2 c$ r' K) m# o - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
2 n" B, O4 B v$ k - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&1 F2 N: H+ F9 T, w
- $game_map.passable(point_x, point_y, 8) #judge_end
$ e% ?9 U E6 A0 I! | - chase_path.push(8). u( o8 W" i' X: Q4 l4 o
- point_y = $game_map.round_y(point_y - 1)
. V" ]$ Y" d% L2 B, R1 R - end* b+ o# n6 T$ D0 G
- end$ C4 b. b/ U @6 O4 i2 ^0 p
- end #endOfForLoop& r7 `, p2 W9 _1 Z2 b) \
- @mouse_move_path = reversed_chase_path.reverse + chase_path
/ R, l5 J, t3 H% d7 X - end#walk |' s' P0 \0 C; O& {7 z
- #--------------------------------------------------------------------------
' N4 y) [2 F. ^: x. W4 N8 M - # ● 绘制boat的移动路径 @array[move_directions...]
3 Y8 N7 `5 V/ Q" K - #--------------------------------------------------------------------------* B# m; V. H8 q4 G0 S6 ?/ H
- def draw_boat_path
, M& V$ k- Y4 m" B - # 准备绘制路径表格7 c8 F7 [2 k l) {2 @" k( b
- sheet = Table.new($game_map.width, $game_map.height)0 _; N l8 D1 c9 y! A
- reversed_chase_path = []; chase_path = []7 b) ~ u% \5 W
- reversed_chase_point = []; chase_point = []
8 ?- b& h* K5 q5 P" Z - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]: I z7 c9 Y/ S
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
% I% _$ D$ I7 ?4 i; _9 R - reach_point = false
/ m9 L0 x& S: @4 a: B - step = 3/ a7 s! s. ?; D/ W4 X) U/ n5 [1 K0 S
- loop do #loop1 开始填充表格: r9 ?# c7 {+ p9 U
- draw_path = false0 N% x8 a5 ?1 f
- check_points = new_start_points
. B$ x$ a/ t, h - new_start_points = []# j3 g- y: u4 j$ c. o
- loop do #loop2 从起点开始正向填充2 s) Q0 |1 G2 b1 @/ K
- point_x = check_points.shift* A1 G* x( N2 o o; G/ k
- break if point_x == nil
9 T3 ?' ?' m2 Z2 w - point_y = check_points.shift: c' ^) O, |1 W ?' B- ] M) h, r$ @
- left_x = $game_map.round_x(point_x - 1)6 k% Y. p4 @' f# `$ Z
- right_x = $game_map.round_x(point_x + 1)) ^# K8 r) S6 |4 F0 I" B6 v
- up_y = $game_map.round_y(point_y - 1)' z7 J3 y4 {5 T+ X
- down_y = $game_map.round_y(point_y + 1)
% Z5 ]% L$ Q4 {; [) ~" V8 Y - # 判断路径是否连通
$ J$ H( v1 j7 U! | - path_step = step - 10 t' [) l6 s) w% i8 A3 N' H: W1 C% J. o
- if sheet[left_x, point_y] == path_step
# r& p6 k, s& g - chase_path.push(4)
' b5 ]8 L# d5 c8 P - chase_point = [left_x, point_y]
) A) F+ g( o1 P' N( T - reversed_chase_point = [point_x, point_y]# o v: T* b' L1 M+ p! @
- reach_point = true; break
' c1 y6 C) X* C/ R( k' a - elsif sheet[right_x, point_y] == path_step+ X/ I L( i/ Z
- chase_path.push(6)
3 l) Q2 d2 @) L - chase_point = [right_x, point_y]
( H8 a( b( J1 { - reversed_chase_point = [point_x, point_y]5 p* X, ]! T- l$ \: r7 P5 c
- reach_point = true; break8 j. q2 L* S: t+ t& s. d4 N3 G
- elsif sheet[point_x, up_y] == path_step% p- S% u: U8 A5 K* ^7 r
- chase_path.push(8)
5 H* @% j! r: j. G% e" b9 C - chase_point = [point_x, up_y]
/ i" h( F5 S4 f z7 u. ] ` ^ - reversed_chase_point = [point_x, point_y]
O8 f9 K. |! F Q - reach_point = true; break: A! i6 l" u! g$ H
- elsif sheet[point_x, down_y] == path_step
$ Y- |- M" t* M' S% r - chase_path.push(2)8 d8 H% R* e5 ] L3 x
- chase_point = [point_x, down_y]
, D! ?8 k- ^: M: I - reversed_chase_point = [point_x, point_y]
& f* n2 F! r' k8 H - reach_point = true; break g: T2 A( q4 p# a$ ~2 Y4 ?- R
- end( V, k) Z& W9 H& l( d- A! k
- # 以需要抵达该点的步数填充路径表格 #. y! y+ w, P3 s
- if sheet[left_x, point_y] == 0 &&
( S E4 K% l1 M. u- ^/ c ^ - $game_map.boat_passable(left_x, point_y) &&
, p3 x, `) q% ~' I- ?8 u4 y& g - !collide_with_events(left_x, point_y) &&
2 ?7 H% u) X3 _ - !collide_with_vehicles(left_x, point_y) #judge_end% H! G o% D. ?( _6 o
- sheet[left_x, point_y] = step! x3 C4 z0 i; w4 l& W
- draw_path = true+ M5 ~, p( y5 h5 Q! g9 _1 u
- new_start_points.push(left_x, point_y)# Y$ U8 b4 N `! Y
- end
) V& O: P1 A% }' e; V& O - if sheet[right_x, point_y] == 0 &&
6 z2 R# `4 n: O - $game_map.boat_passable(right_x, point_y) &&
f! Y5 ~' m3 B* d8 K; ~ - !collide_with_events(right_x, point_y) &&/ i, i4 q( @/ q* r0 W& M* ?
- !collide_with_vehicles(right_x, point_y) #judge_end7 H# {& f; ?7 _ b4 k, B
- sheet[right_x, point_y] = step
0 b5 s+ k1 j8 | F) _# U - draw_path = true6 ?- }& X2 w% G% D9 t
- new_start_points.push(right_x, point_y)7 ]3 o+ S/ I' a+ a/ i5 ?
- end1 i; Z. h: p$ R7 C- s
- if sheet[point_x, up_y] == 0 &&" m* [2 t+ e5 n1 H* p2 Z
- $game_map.boat_passable(point_x, up_y) &&
6 K1 O% ~" P' m, f/ _0 ? - !collide_with_events(point_x, up_y) &&
- _- E# Z7 Y- j4 D" d - !collide_with_vehicles(point_x, up_y) #judge_end( }4 f' k( A5 y! u# d2 h
- sheet[point_x, up_y] = step
. i2 ?- `) X* Q! d1 `1 p - draw_path = true
+ N5 \8 @! t/ o0 D1 T& ]9 l) N0 z! _ - new_start_points.push(point_x, up_y)
0 o+ x( F) F1 L: x - end+ v: U+ K( G; ?
- if sheet[point_x, down_y] == 0 &&: V: m+ U* u- v% d, Y
- $game_map.boat_passable(point_x, down_y) &&
1 S( C) G0 {* G - !collide_with_events(point_x, down_y) &&: Y& i9 l" h% i: U) S' M
- !collide_with_vehicles(point_x, down_y) #judge_end/ ?4 R; E w1 ^) _3 c
- sheet[point_x, down_y] = step- H. O! J# {0 H7 H. [3 k, n1 \
- draw_path = true
! \; g. e/ N2 x* o1 H7 @ - new_start_points.push(point_x, down_y)5 a' [( T) \( u) A5 P
- end/ Q8 B0 \+ c2 J: i( T7 ?, |, N/ q
- end#endOfLoop2& \/ n1 P1 k+ V8 r; i4 b) [: J
- break if !draw_path reach_point: s# Z* \5 N2 V( P9 G& y
- draw_path = false/ s X x. n1 _% @: Q: @! d) G
- check_points = new_end_points
h9 s2 d# F: D3 G) c - new_end_points = []" x! n* S. A9 v$ T
- step += 1% K# p) S% v! a" H
- break if step KsOfSionBreak_Steps &&. H1 b" x+ r3 k5 m
- !Input.press(KsOfSionFind_Path_Key), k8 F- B6 M4 d( N8 t% P. ~3 F
- loop do #loop3 从终点开始反向填充
0 x9 l) b' Z0 A - point_x = check_points.shift
+ A8 P) X: \' g9 z! p - break if point_x == nil# A: g& d% q5 w' O$ {- C" l' `
- point_y = check_points.shift
8 v. q3 p0 J$ h& Z+ s( v- P - left_x = $game_map.round_x(point_x - 1)
0 O0 T# c% W% W: p0 N* p$ F - right_x = $game_map.round_x(point_x + 1)9 v2 {: t$ f' y9 G3 ]' i
- up_y = $game_map.round_y(point_y - 1)- S7 o8 w. G# |# a/ k
- down_y = $game_map.round_y(point_y + 1)
8 y0 ^1 ~. ?- t; B1 s9 m& f3 f - # 判断路径是否连通- l& R5 @) T% T3 e2 m' z
- path_step = step - 1' D6 V8 b2 s V. o7 r# K
- if sheet[left_x, point_y] == path_step
3 Q2 I9 |7 S5 a6 s - chase_path.push(6)3 v5 D$ W4 y) B0 M+ ~7 R/ i
- chase_point = [point_x, point_y]1 e$ J/ c* |1 d- h2 R
- reversed_chase_point = [left_x, point_y]
9 q" {/ A: I3 K7 W6 H6 Q$ y - reach_point = true; break! b( ?% R6 \. _3 Z, [( U
- elsif sheet[right_x, point_y] == path_step. p0 h' o) p* i+ e3 J/ A* p! \, A
- chase_path.push(4)/ V6 ~" G" E* m, ]9 o
- chase_point = [point_x, point_y]
6 ]/ g, @9 U' |0 k: R9 d* N! G. W5 i - reversed_chase_point = [right_x, point_y], _; T7 X* I& F% _# l% l8 d" C1 v
- reach_point = true; break6 @3 ^6 Q7 M# U$ n5 B
- elsif sheet[point_x, up_y] == path_step
) d8 i& d) D9 q7 M - chase_path.push(2)
7 ~: a4 P+ m, d - chase_point = [point_x, point_y]: y6 D( ^* G* i" j5 R
- reversed_chase_point = [point_x, up_y]
* X. s: S; U2 p5 W# b* W- d* x - reach_point = true; break
5 l! z8 ?, ?% C# R/ I7 l$ M - elsif sheet[point_x, down_y] == path_step4 O3 ]6 |6 ]9 o& a
- chase_path.push(8)' ~9 M8 C+ h# i) v
- chase_point = [point_x, point_y]
* W$ ]6 b3 S1 r7 J4 w, Z - reversed_chase_point = [point_x, down_y]7 P( J2 M! g3 {/ g
- reach_point = true; break
r; V' Q8 `; O1 x5 d& {6 l! X - end
+ b: ^/ J/ f4 {8 L - # 以需要抵达该点的步数填充路径表格 #+ e; A9 i8 l4 N) O
- if sheet[left_x, point_y] == 0 && ~+ a5 e5 b: s. P6 d
- $game_map.boat_passable(left_x, point_y) &&4 ]7 {8 j% `8 g) L# J& @
- !collide_with_events(left_x, point_y) &&
L( l! y) g' {( q7 N7 N - !collide_with_vehicles(left_x, point_y) #judge_end
, Z6 F2 p- u' B5 K, t - sheet[left_x, point_y] = step& k7 k2 T7 D/ o9 S* Q
- draw_path = true
2 @$ y, D3 S0 M2 H - new_end_points.push(left_x, point_y), x+ R. Y3 C2 }0 `$ |
- end
' D9 g; P, k5 C, G7 V3 {6 ^8 }" ^ - if sheet[right_x, point_y] == 0 &&
! t+ m; q7 z% ~ - $game_map.boat_passable(right_x, point_y) &&. r3 u S C: Q* t* U
- !collide_with_events(right_x, point_y) &&
& v+ P5 C+ |( \6 v. s( Y - !collide_with_vehicles(right_x, point_y) #judge_end
! _. r/ @6 j0 f# O' j - sheet[right_x, point_y] = step0 Z" |% ~! P+ ]" O) j5 A" y% ~& h
- draw_path = true& Y# \/ c+ c+ G1 C* d0 s. P$ k3 R& k
- new_end_points.push(right_x, point_y)! }3 z& I, T$ F8 j: ~9 p
- end
/ ]/ I- L0 n, a* v0 h - if sheet[point_x, up_y] == 0 &&
. Z2 ^$ P& L8 S3 ` - $game_map.boat_passable(point_x, up_y) &&( O1 ^, ]; t$ B" e' A' p9 o. _8 b
- !collide_with_events(point_x, up_y) &&' |' P' f. _4 P+ t
- !collide_with_vehicles(point_x, up_y) #judge_end
3 f5 A' P6 u3 b4 T3 F! p - sheet[point_x, up_y] = step( R& D% x1 z. v) C+ q
- draw_path = true- L" O6 D. w* Q/ a6 M6 J1 W
- new_end_points.push(point_x, up_y)& T7 B9 A. R" ?* |, |
- end$ Z8 C3 U0 s) B4 u: r) B `
- if sheet[point_x, down_y] == 0 &&
! ~# i* c- n9 U O2 {0 M: ~( W1 w - $game_map.boat_passable(point_x, down_y) &&+ T7 p$ I4 _8 q! T% s- t1 S
- !collide_with_events(point_x, down_y) &&
; l- o2 ^' L* ~ - !collide_with_vehicles(point_x, down_y) #judge_end
% x% O. ]5 ^( S - sheet[point_x, down_y] = step. K7 R- W2 K P# n
- draw_path = true
7 I. h4 K; D8 h# j0 H - new_end_points.push(point_x, down_y)
( x$ h {+ n. n6 ]5 X: @ n0 a5 D - end; E+ T6 S9 m; h2 n6 |$ |. h6 y
- end#endOfLoop3
1 F) K2 t4 a- k - break if !draw_path reach_point
6 \; ]$ x4 ?; r0 g8 i* n& G - step += 1
2 M* c E& y- ]5 q! K$ B& V2 g - end #endOfLoop1 路径表格填充完毕7 y, Q$ T L" @: [5 A3 Y0 n4 Y5 H6 O9 h
- $mouse_move_sign.transparent = false
$ k; p* W/ v" J$ a. _, @: J - # 判断指定地点能否抵达7 U9 c0 Y$ Q Q+ j" `0 t
- if reach_point
2 X, k2 D& } d! D, J' W3 h - $mouse_move_sign.direction = 2
* w1 t; f: @7 T - else
* D$ d6 q; Y) @1 S: X5 H - not_reach_point3 B$ {4 p0 N9 w3 ?1 b8 \, v1 k
- return5 j* j1 y/ N/ _. H
- end
, I- p$ @7 Z9 H0 p' I - # 根据路径表格绘制最短移动路径(正向)
& C9 \! b. O$ |) ` | - steps = step 2 2
( v! k* \$ \5 c3 y! D" i - loop_times = step 2
: D; \5 g: R2 o. r0 x4 ~' T - point_x, point_y = chase_point[0], chase_point[1]8 v0 F# I% I1 N$ [
- for i in 2..loop_times # forLoop2 {2 J$ V2 K8 C- H1 H$ I& y
- steps -= 23 L* o$ ?% l0 a
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs6 z; w% D% @% V; O& P% ]
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 s- h* T' ^6 c4 Q9 y - chase_path.push(2)
8 M+ L# `0 a8 A8 y" N+ a - point_y = $game_map.round_y(point_y + 1)
+ p) B ^/ e; J' ], W - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ k$ P7 c" e# W3 u% D. s7 }( ~6 A - chase_path.push(8)
( h. Y" P1 I) x4 D8 M5 {/ F - point_y = $game_map.round_y(point_y - 1)& [( q0 M& @3 a0 P
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps0 W! `3 V7 k4 l; j- ?
- chase_path.push(4)1 \% l9 H& J; z1 z' k2 g
- point_x = $game_map.round_x(point_x - 1)
9 s' b& z( m+ ~9 @& q1 ~0 o - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps1 c o- l- \" `5 F* z1 F
- chase_path.push(6)
6 v4 e: E/ K+ G, P& T - point_x = $game_map.round_x(point_x + 1)
! |: v& g: x! w) p - end% _* q% h1 E# V. n9 o6 Q
- else8 H0 y4 V( ?5 V$ n2 ]+ d
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
2 E4 W$ m: _5 M" x0 ] - chase_path.push(4)
4 z& y: O( V# _/ \& | - point_x = $game_map.round_x(point_x - 1)8 {' w. k) h z$ C
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
( Q9 G# H! i S: |, ~9 r - chase_path.push(6). v" Z. z j/ t* D4 P; t0 _, F: e
- point_x = $game_map.round_x(point_x + 1)
8 P6 ?5 r$ R: P, u- @ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
( x8 \7 k- |- c+ S7 f* L - chase_path.push(2)0 n% Z: O" A v* Q# g: u
- point_y = $game_map.round_y(point_y + 1)
. Y7 L+ g, V' q5 q - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, }3 h, K: q$ n! |* O - chase_path.push(8)
; u* p* `$ ]9 q+ l5 M x$ G - point_y = $game_map.round_y(point_y - 1)
& H- F0 Z$ e6 w# Q - end
& g* a, N- l+ V$ f! M9 g* a7 c - end' t P) k2 o3 @( u
- end #endOfForLoop& v/ ^ w7 G) G9 i: @* E
- # 如果指定点无法抵达或者登陆
" g$ S. E. w( j% w P, X1 w - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)" X' D( u1 A5 m0 e% M0 a0 U
- # 根据路径表格绘制最短移动路径(反向)5 |* `# Y) R/ ]9 B& k
- steps = step 2 2 + 1
- t6 f! R3 @" I - loop_times = step 29 f( E+ T/ V, A% J" y0 o
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]( E" z1 I) _# \5 r
- for i in 1..loop_times # forLoop
# w; B2 _2 f# A2 v4 T - steps -= 28 m! h; ]1 \7 U
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
) S9 C% l3 u9 D* Z" {+ e1 w - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
" w+ D% O& {/ M2 M; `! S: ]$ R - reversed_chase_path.push(6)2 }3 O7 d: e5 y2 p% o2 Q
- point_x = $game_map.round_x(point_x - 1)" Z; E/ S6 o2 i2 z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
" N" y; W! u- ?: t8 ^% l - reversed_chase_path.push(4)- @4 ~4 ^9 l: N9 Y
- point_x = $game_map.round_x(point_x + 1)
7 p& O; G9 T1 x8 ] - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 {1 V6 r7 g- [# @+ C0 K, U2 t - reversed_chase_path.push(8)
% [' o, G* E: Y4 q - point_y = $game_map.round_y(point_y + 1)" j2 `' T, y" m, K
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
/ J ?$ t5 Y9 }+ z8 U4 z) W, a9 V - reversed_chase_path.push(2)( A7 P/ q( m$ Q- V& H
- point_y = $game_map.round_y(point_y - 1)0 D2 B, m2 D( m y4 v/ J
- end) G/ R' ]' x2 t
- else
0 Z; t1 e% O3 d/ G" w! j6 }( {- [ - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
8 O% q4 D( s+ G# ^. j& V/ a - reversed_chase_path.push(8). C) z- h7 `+ j/ `4 o, l
- point_y = $game_map.round_y(point_y + 1)& U) K+ J- p3 `. l- z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps, v6 ?1 L3 X% d4 z, L
- reversed_chase_path.push(2)
5 n1 c) T3 g; J9 E) i. G - point_y = $game_map.round_y(point_y - 1)
2 m* Z7 I" R# Q+ [5 [8 }* t - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
. X5 n& j4 ]: c" @4 }$ ?! R2 u. n! B - reversed_chase_path.push(6)+ H1 P- [3 f* Z8 R
- point_x = $game_map.round_x(point_x - 1). T* a# u. S: w
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps" a- p, u8 Z/ ?* N. U' x
- reversed_chase_path.push(4)" c; J, X' S. }$ w, Z+ u
- point_x = $game_map.round_x(point_x + 1)
, Q; f$ X& c) u# G( n - end+ W8 Z& h7 P& N
- end
' G+ ~' O3 k4 G3 X$ j, [ - end #endOfForLoop
* L6 y* D, S' h - @mouse_move_path = reversed_chase_path.reverse + chase_path
- r) ]$ N3 Q$ A: V - end#boat0 {0 z/ Q8 R/ I
- #--------------------------------------------------------------------------8 I5 V' n+ c. Y7 _$ G3 a& m
- # ● 绘制ship的移动路径 @array[move_directions...]
, u; j: C) ~6 t7 Z0 _# ~ - #--------------------------------------------------------------------------
8 {3 t( D6 u: y& z q' s: v6 f" P - def draw_ship_path- S# t1 \/ J+ l( Z% O+ E
- # 准备绘制路径表格
/ r$ m2 Z( J4 G6 { V) C - sheet = Table.new($game_map.width, $game_map.height)7 c1 m/ ]/ Z8 c+ ]
- reversed_chase_path = []; chase_path = []
, E( K8 {# B& C. v* S- l1 d - reversed_chase_point = []; chase_point = []
0 D7 Y5 \0 d3 \, u - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
) J$ P& u" k3 y) y* V - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
, C5 g; u; v: S/ ] - reach_point = false
1 b3 U. e3 P: {) Y9 ~ - step = 3' u4 f4 W7 t. j% n7 x6 `4 M
- loop do #loop1 开始填充表格
( W6 f. l( r, w3 B$ ~% k3 | g - draw_path = false- H G. T; l( @
- check_points = new_start_points8 [* ?" h) _+ g& D% O
- new_start_points = []5 V$ c- r g. h9 l. Q) L W6 }
- loop do #loop2 从起点开始正向填充4 |+ c$ K9 a q7 v# f
- point_x = check_points.shift
& f/ M+ q- ?& \" d2 i: S% l$ J - break if point_x == nil
% s$ S8 U) A6 w0 F - point_y = check_points.shift
9 c7 A s5 D b9 V$ c. d! W - left_x = $game_map.round_x(point_x - 1)( I% o0 x7 n# |
- right_x = $game_map.round_x(point_x + 1)
4 m8 Y/ g+ j5 H& t z - up_y = $game_map.round_y(point_y - 1)
9 P' t6 q* w4 @- G; S - down_y = $game_map.round_y(point_y + 1)& O7 B `2 @5 c
- # 判断路径是否连通3 I2 S+ d$ ]' i/ ?% o k
- path_step = step - 1
6 N+ a U" c" [. [, p4 i - if sheet[left_x, point_y] == path_step
3 }' R. r7 l8 M/ B" S - chase_path.push(4)
3 N0 F2 e+ V# B- ^9 I$ x; v - chase_point = [left_x, point_y]
6 }0 y5 k2 C" [ - reversed_chase_point = [point_x, point_y]
% A1 R3 c) u+ v t n - reach_point = true; break+ w7 {( n- L% r8 Q/ E' x* G) g( X
- elsif sheet[right_x, point_y] == path_step' h1 F) X3 G( ]8 J1 a1 U* Z- ~
- chase_path.push(6)+ g% E7 t# m5 v2 @- W
- chase_point = [right_x, point_y]1 d7 s1 U3 B" n8 M) ^3 a
- reversed_chase_point = [point_x, point_y]4 I8 S! y) I, C6 g* b
- reach_point = true; break+ V7 q# F- j2 k4 O" n& ?/ L
- elsif sheet[point_x, up_y] == path_step% ]9 |9 }6 ?' x5 |; N9 h/ B4 N
- chase_path.push(8)
/ e$ Z8 K2 `. T/ Q4 Q2 ?* ~ - chase_point = [point_x, up_y]& r% A+ C8 M! e% @: `
- reversed_chase_point = [point_x, point_y]' x/ C7 x6 k& Y- T7 b
- reach_point = true; break9 O7 @! e: f$ w* {. d" z
- elsif sheet[point_x, down_y] == path_step
" r3 g( }- y: C. p - chase_path.push(2)' [5 t9 @; M% c( z
- chase_point = [point_x, down_y]& e& i) B; `8 f, ]$ ^
- reversed_chase_point = [point_x, point_y]/ b, k$ M7 b) Z+ L% z8 M; S
- reach_point = true; break+ t# `7 _% b% p3 ]& J
- end
- l: \! L, ]6 a, [ - # 以需要抵达该点的步数填充路径表格 #
7 J3 d( j7 ?" \6 P7 P) V) r - if sheet[left_x, point_y] == 0 &&0 b2 l2 n5 j9 x) [; \+ Q
- $game_map.ship_passable(left_x, point_y) &&7 j' U. a( T+ B+ t8 W) Y. z+ |
- !collide_with_events(left_x, point_y) &&
" a+ K# o2 L+ J% n! V' [5 o" ~ - !collide_with_vehicles(left_x, point_y) #judge_end8 {" N1 o' ~; h% k: D& ?
- sheet[left_x, point_y] = step
. S! \, S& y; i - draw_path = true" `) O$ ~1 v6 x* Z% X1 e$ U
- new_start_points.push(left_x, point_y)% N1 _ c' r) I; q4 y' ^( L
- end
/ a7 |6 ]( \. t3 M; o - if sheet[right_x, point_y] == 0 &&
9 J0 h; q2 z, u& P! l6 D6 B; m - $game_map.ship_passable(right_x, point_y) &&
' G" E2 a0 J ^% M% u% B, a - !collide_with_events(right_x, point_y) &&
: k$ L) a$ D4 o4 e* L; M - !collide_with_vehicles(right_x, point_y) #judge_end
7 W6 F( H$ ~0 C, E - sheet[right_x, point_y] = step
# ]2 i! _. H, F3 o - draw_path = true1 {9 d& y5 V; L" Z
- new_start_points.push(right_x, point_y)) K- M! T' p7 P( ?% U6 L
- end
/ o' q! S: _, T* h/ ` - if sheet[point_x, up_y] == 0 &&
2 w) A- r# p9 I - $game_map.ship_passable(point_x, up_y) &&. M9 ]; T* p$ Q! ?0 S1 D
- !collide_with_events(point_x, up_y) &&3 s: m& o9 X: o. W7 O! u3 d. r3 o
- !collide_with_vehicles(point_x, up_y) #judge_end
# J7 L; r% N% Y; V* j8 E0 U - sheet[point_x, up_y] = step
0 G2 H. d) p2 d ] - draw_path = true
9 B4 E+ G" t8 b& y7 r - new_start_points.push(point_x, up_y)' \. Z! ~5 n, U
- end. Y% t( Q2 s; M) |5 M1 |
- if sheet[point_x, down_y] == 0 &&8 O( Z4 p0 R* C' c3 ]# q
- $game_map.ship_passable(point_x, down_y) &&
6 \% g* w6 ]. R6 H- D' k! K7 K/ U - !collide_with_events(point_x, down_y) &&
, R( H7 _1 I6 u( H/ [" H+ I - !collide_with_vehicles(point_x, down_y) #judge_end
& i$ N5 u- y% J$ @9 V* ]6 w - sheet[point_x, down_y] = step1 _0 g$ s e$ {3 a
- draw_path = true
8 S; f2 q" B7 r: U - new_start_points.push(point_x, down_y)
5 J0 T: o8 l) d2 w; A A. J - end
, n$ V9 v l8 l" f) n4 [+ | - end#endOfLoop26 r" p& x$ i1 s1 G6 @1 w
- break if !draw_path reach_point
, O \: E5 C6 C$ C$ A% p# _ - draw_path = false
r; R6 e1 V3 j6 ]/ f. X, z - check_points = new_end_points
- j& r c: K2 W" M - new_end_points = []
2 V5 e9 u. ?# G4 {+ d8 S - step += 1" ?/ P8 o* J+ q: K! y6 \0 f
- break if step KsOfSionBreak_Steps &&0 G& X: u/ k, W: J# h( `( n& C
- !Input.press(KsOfSionFind_Path_Key)
# c) B# J. W! I+ h8 X" G: B - loop do #loop3 从终点开始反向填充
' [! [! | V8 N( s - point_x = check_points.shift- V8 W$ v* W5 C- i
- break if point_x == nil& F- M, O2 n1 n* k
- point_y = check_points.shift
D, @. d$ P7 P9 [; G - left_x = $game_map.round_x(point_x - 1)
6 y L/ o8 H: K1 Q+ U- L. w - right_x = $game_map.round_x(point_x + 1)$ X7 _) @6 s E; C( t& A
- up_y = $game_map.round_y(point_y - 1)4 n5 i! O$ @% m1 W" w& U; r
- down_y = $game_map.round_y(point_y + 1)
) }, ]5 M0 O2 e8 v - # 判断路径是否连通% @1 z7 ?% X- B
- path_step = step - 1: s' t/ _9 B8 D
- if sheet[left_x, point_y] == path_step
) Y# B9 k$ C, ~, ?* U) l - chase_path.push(6)
1 ?2 `( j9 t/ l- B8 E9 `, c( R& D - chase_point = [point_x, point_y]
, K6 F6 z _- d' H# b - reversed_chase_point = [left_x, point_y]
1 t! V! ~3 Z! g2 _ - reach_point = true; break
. ~+ G2 M6 d; W- J - elsif sheet[right_x, point_y] == path_step; [0 r5 z4 I, f# a# B
- chase_path.push(4)5 Z, a* i9 h: @/ S4 E7 @
- chase_point = [point_x, point_y] p f& i/ s8 L4 E* t
- reversed_chase_point = [right_x, point_y]% R5 Q: d' {5 q- x& M
- reach_point = true; break
; d4 k& x: X! V/ D - elsif sheet[point_x, up_y] == path_step2 Y: N ]/ V6 {( B5 o, e% F0 Q; S# L2 J
- chase_path.push(2)1 N! |+ T. F" X0 ~* \$ k2 Y
- chase_point = [point_x, point_y]0 t! p/ v. [; s9 P8 o/ I% h
- reversed_chase_point = [point_x, up_y]
T; x6 v' f0 h0 m& w6 n9 p0 M3 r - reach_point = true; break7 G0 r! |! T5 A6 z* c# @
- elsif sheet[point_x, down_y] == path_step
! f7 X7 o+ I8 X - chase_path.push(8)
( w; C; m, t9 B. v% c5 I - chase_point = [point_x, point_y]
+ w% e+ i, U0 n+ n$ k( s - reversed_chase_point = [point_x, down_y]
9 o0 O) D }* s+ H* j - reach_point = true; break0 K4 z0 i9 z% M' D. R- A( m
- end
6 C7 _! }! Y6 D& Q+ e7 A - # 以需要抵达该点的步数填充路径表格 #
3 o! Z0 [- X$ o3 h1 R6 v* t - if sheet[left_x, point_y] == 0 &&8 o% g7 o/ l* \
- $game_map.ship_passable(left_x, point_y) &&
: \/ m6 k4 H. c" c# f5 t7 W5 N" ] - !collide_with_events(left_x, point_y) &&
, D2 H6 F Z3 a$ A3 { - !collide_with_vehicles(left_x, point_y) #judge_end" v' I! h C% m5 I( G
- sheet[left_x, point_y] = step
* j( K: O* R$ ?; O4 B - draw_path = true
& Y" w) t' ^) r6 Q8 Y* R - new_end_points.push(left_x, point_y)
: }) S+ C0 J# @6 b, H+ L - end
8 E- T8 R# s% V# C - if sheet[right_x, point_y] == 0 &&
. c# w. C4 h* o - $game_map.ship_passable(right_x, point_y) &&0 O9 H; c7 o- A3 ^+ O
- !collide_with_events(right_x, point_y) &&; [. ~$ J4 g$ J6 g+ o% z1 J
- !collide_with_vehicles(right_x, point_y) #judge_end& R+ C8 e A$ M3 w' ?: Z
- sheet[right_x, point_y] = step3 Y+ S- i5 p ~% W6 T' Z% W, e1 f0 @$ S
- draw_path = true. V/ @ W+ h5 I
- new_end_points.push(right_x, point_y)
+ a3 t9 s5 |3 T9 T- j( a6 a) p; l0 Y - end
+ k6 f6 J; P/ E8 _. Y) } - if sheet[point_x, up_y] == 0 &&
) r d w5 b* A% b! y$ c - $game_map.ship_passable(point_x, up_y) &&
. l5 K" K/ }3 T* e - !collide_with_events(point_x, up_y) &&
, c/ [% |% p- K* G - !collide_with_vehicles(point_x, up_y) #judge_end/ V4 _( }: k! _: O! q
- sheet[point_x, up_y] = step
. x& L/ w) x2 W5 L. A' G - draw_path = true
{9 V, c7 f; H/ \2 W - new_end_points.push(point_x, up_y)0 y& R8 |' c! ?( Y. I$ |
- end
I( j4 ]! D+ D9 d8 G, { - if sheet[point_x, down_y] == 0 &&
$ p) _2 B' I" R - $game_map.ship_passable(point_x, down_y) &&5 C5 \ F/ X: Z1 ~
- !collide_with_events(point_x, down_y) &&
5 k% ^* R: k5 q) n) k3 Z/ @ - !collide_with_vehicles(point_x, down_y) #judge_end
5 h- L8 `$ R) h - sheet[point_x, down_y] = step0 x P6 u7 t( A6 l# N* |
- draw_path = true
: t: A: b8 j" _8 V - new_end_points.push(point_x, down_y)
+ c$ t9 m. P. X) c - end
: W; [6 \" Z0 W - end#endOfLoop3
9 L2 z! d3 p; |( Z0 ? - break if !draw_path reach_point+ Q* x6 ?8 d/ @' y+ w/ B
- step += 19 C1 J6 o" p7 C! K S6 t5 q
- end #endOfLoop1 路径表格填充完毕
4 `/ s# t3 T" a! S" s. i - $mouse_move_sign.transparent = false
; D- s2 z# h g" | - # 判断指定地点能否抵达3 C, B3 Y9 z& F0 }0 i7 v, T
- if reach_point6 {- E; K5 F$ N5 Q
- $mouse_move_sign.direction = 2& W) K2 v! X1 N2 m
- else
; W9 Q' s: I3 I8 `# x5 J9 B - not_reach_point
% ?& f( ?2 ^8 Y* d9 V - return
; f9 M# P! l4 `1 l, ^1 \: x" K - end
) J8 v: s- ^& R! ^8 f - # 根据路径表格绘制最短移动路径(正向)
' ?' n4 y0 h! q9 F- y - steps = step 2 2
* p' ~4 d: N! s - loop_times = step 2; R* K- K' Y/ o% B& ]
- point_x, point_y = chase_point[0], chase_point[1]* j# {+ l' E: l8 Y, r2 D
- for i in 2..loop_times # forLoop
7 ~1 O8 [( }1 U$ U0 \ - steps -= 2
s# A% o/ F3 E0 I3 M$ t$ l - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs8 o& \% z8 }' `7 M
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" J( a" F* W e2 \8 U - chase_path.push(2)
4 i1 x: J2 d. U/ S - point_y = $game_map.round_y(point_y + 1)4 B/ R3 u4 z+ k) {
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
' G3 X1 p7 {/ I, C" n* a3 @3 G - chase_path.push(8)& [/ n- C+ v/ ~& ~5 l
- point_y = $game_map.round_y(point_y - 1), ]0 N( V9 O$ u% S) l
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps( _. X7 ]9 g8 ]
- chase_path.push(4)- J) @+ D7 y6 M9 t% X _& a
- point_x = $game_map.round_x(point_x - 1)2 C( I: e) @$ B1 V" f+ L7 {, K& |1 O
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps- ~) k) G5 H. V8 }& d0 }& I
- chase_path.push(6)
0 X' i* g2 ]! V - point_x = $game_map.round_x(point_x + 1)
4 u, e/ \) v. H/ _6 ^; t9 l0 B2 H - end6 K1 u' w7 |" P7 ^* E
- else
" S% d% _) _) Y4 \ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
% j+ l6 N T( u( o# e5 _- `2 b - chase_path.push(4)
' ^ [7 J5 b* x+ x5 S - point_x = $game_map.round_x(point_x - 1)
- w w$ r* i- ]. R - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps( ~7 `) n4 ~7 f6 x. A# v
- chase_path.push(6)
, m1 F' x7 J8 a8 p# l0 B6 C0 d - point_x = $game_map.round_x(point_x + 1)
1 p. f$ a' a6 N) ?8 e9 E - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
& s" C& E3 U0 S' T, [" Z0 ^+ a - chase_path.push(2)) \7 l7 ]" Y: t' z' a& e
- point_y = $game_map.round_y(point_y + 1)
9 u" Q7 _* E/ |- g* c+ | u& _/ [* ~ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
4 z* j+ X3 l; B - chase_path.push(8)
* O* k7 ?& r+ j - point_y = $game_map.round_y(point_y - 1)* Q5 [" l. {+ r( {* _
- end+ |% u) ?9 K- z, i+ O! y) k5 T6 A! h
- end
. Z g% q$ [' k5 L9 a - end #endOfForLoop
$ I' w. Q) B3 q( O9 i r - # 如果指定点无法抵达或者登陆" ?* |) W* c& n# K9 Z
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)0 n) o( b% F, `4 L1 h U
- # 根据路径表格绘制最短移动路径(反向)
6 z: c, K( H. c# X3 | - steps = step 2 2 + 17 z8 _" L9 Q" }6 E7 m
- loop_times = step 2; t$ ~" N! J r
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
' B* x! G# U) o; v - for i in 1..loop_times # forLoop: [$ M& B: I8 P) y
- steps -= 20 ?& j0 A- T. B+ i1 B
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs( E% z& _# `' q! d
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
, r% G7 p, H* P9 }. n5 O6 l& i - reversed_chase_path.push(6)
) B5 j: ~" x* |0 Q5 y" k - point_x = $game_map.round_x(point_x - 1)$ O( _7 J& q7 y. F6 b3 u J) i& g
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps D- t6 k f6 K# {# t
- reversed_chase_path.push(4)
2 b2 f5 m, s/ O2 J) g - point_x = $game_map.round_x(point_x + 1)
" L" C8 C2 U, z8 H3 u+ K - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps" d e. `' D& q4 J
- reversed_chase_path.push(8)
8 B: D6 x- i' _% c6 a1 p' s8 F) B8 B4 e - point_y = $game_map.round_y(point_y + 1)2 y, `/ `" J3 I8 p- }' Z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps. {5 Z% V# S4 c8 K/ h' ?, [
- reversed_chase_path.push(2)
/ ~: O- b2 j; M3 w/ I - point_y = $game_map.round_y(point_y - 1)# K7 e7 T! U* V3 n7 N
- end
6 s5 X3 x! ?* Y+ ~; J( q z - else
: a; x: i7 b6 }1 ~" Z! G1 p, c - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps. I( Z! H+ S+ v8 \, p
- reversed_chase_path.push(8)7 O X5 u& M k3 }5 m0 h4 D
- point_y = $game_map.round_y(point_y + 1)
5 @) D' p. ^ `$ ~/ l8 S, X - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
! p( L7 ~ ^1 d - reversed_chase_path.push(2)+ ^7 B9 ?4 x/ ^- v) z H' L
- point_y = $game_map.round_y(point_y - 1)# j/ o* ~) u, [* X9 k
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps: b- [6 V( u4 X+ P: Z
- reversed_chase_path.push(6)1 O) c4 _! x1 t$ R- `
- point_x = $game_map.round_x(point_x - 1)$ u) R- ~- x0 y) p" ~' K( r
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
1 G5 E6 @* D% N1 w, X3 @ - reversed_chase_path.push(4)8 J$ \% V. u* L+ e) b4 [
- point_x = $game_map.round_x(point_x + 1)0 _' h' s) f9 ~3 X! O7 F2 n
- end2 ~- U9 o, u8 F# q
- end
4 ^, d" D2 c, o8 a - end #endOfForLoop
" P- w, l* m" g! |, P - @mouse_move_path = reversed_chase_path.reverse + chase_path* I" A4 p. A) ~. Z% N# s* {3 }
- end#ship9 z5 G7 y8 u. z7 w$ U
- #--------------------------------------------------------------------------+ x* {1 u, E8 a( H: J8 A2 T1 _
- # ● 绘制airship的移动路径 @array[move_directions...]0 ]" U& o7 b$ p5 z' ?
- #--------------------------------------------------------------------------
$ r' X2 J* ]& D% t - def draw_air_path
; ?3 h7 p- O; L - $mouse_move_sign.transparent = false
! ]* c/ G0 D. K$ v# U2 O3 | - # 准备绘制路径表格6 [, Z+ ~" H6 J. V6 x" o0 i
- sheet = Table.new($game_map.width, $game_map.height) H5 N, j2 o! p4 c9 e
- new_check_point = [x, y]; sheet[x, y] = 1
* q7 }" F! `3 a& e - reach_point = false; step = 2# Z5 K' H, w7 w; o+ V$ d- Y# s
- loop do #loop1, Y+ q" q$ B; @' p
- check_point = new_check_point$ f! C& Q! x6 }/ H0 _
- new_check_point = []
. |+ ]- ~( @& ^2 Q - loop do #loop2
. Z+ u% z4 `& T - point_x = check_point.shift
" R0 y: B, Y! A& p - break if point_x == nil% L( m7 p1 F% Y0 Y4 B1 G8 m5 D2 H
- point_y = check_point.shift8 O/ G; G* N2 d" M# l; k! Y
- if point_x == @moveto_x && point_y == @moveto_y! s: K+ Z- v0 n( l1 e/ O
- reach_point = true; break
4 {4 y0 `1 w4 b& w, c* J7 X. g" } - end
6 z$ X. @+ y% Z - left_x = $game_map.round_x(point_x - 1)/ \" w* U0 |% j- A( X, S
- right_x = $game_map.round_x(point_x + 1)- S, n; L; `& A4 H1 R
- up_y = $game_map.round_y(point_y - 1)" E, v/ e7 d0 p% E
- down_y = $game_map.round_y(point_y + 1) ' H0 S: N1 z. b% ]! @/ a W
- # 以需要抵达该点的步数填充路径表格 #7 q8 a8 ~3 k" j- S0 E, C
- if sheet[left_x, point_y] == 0# j. T# i1 R a4 q2 x& k% y& U5 A
- sheet[left_x, point_y] = step
: O9 X2 ?% B: F; }$ j5 \) R - new_check_point.push(left_x, point_y)! W9 i% d9 x' z6 D
- end
2 f4 ]2 K% C2 ?" G - if sheet[right_x, point_y] == 0
. _/ {, l. L2 ^- K6 U - sheet[right_x, point_y] = step
4 [6 f9 w5 D7 M& k7 } - new_check_point.push(right_x, point_y)7 z% u0 G* F- U" _0 L
- end
1 G8 c) n% J* G8 k9 d% s - if sheet[point_x, up_y] == 0; O0 k7 ^) j! S8 J
- sheet[point_x, up_y] = step
- M- C4 Z. Y4 @2 B$ q+ M. g - new_check_point.push(point_x, up_y)+ V; K" A: j% }; _
- end
! c" y6 ^5 K! H: |. F# a! p - if sheet[point_x, down_y] == 0" f" n8 E) r* j: {7 j0 q
- sheet[point_x, down_y] = step" |2 V# a& G' E: i
- new_check_point.push(point_x, down_y)
X- r% N+ s. {) E+ l - end1 T* j; a0 k) G3 d4 n( f
- end#endOfLoop2* @- f7 a& U$ h' Z( _
- break if reach_point
* q' z1 `! i2 e! u/ d: w3 k6 G Q9 M - step += 15 k- x; _9 D3 _' n6 A
- end #endOfLoop12 ~4 S9 p Y' J
- # 根据路径表格绘制最短移动路径 #9 d: m2 h5 t) g% e, A( j
- reversed_chase_path = []; step -= 1; _. m3 E6 h2 t9 Q9 m5 ]
- point_x, point_y = @moveto_x, @moveto_y
4 E+ K% @ S( ^. j - for i in 2..step
# A: q' W9 \* A# |* [ - step -= 1
8 p5 Z0 G! N, R/ u - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
{6 u" n5 C( Q - if sheet[$game_map.round_x(point_x - 1), point_y] == step
+ @; u, T C/ b+ J, W - reversed_chase_path.push(6)
7 d5 @3 Y( w+ T& f) t4 q - point_x = $game_map.round_x(point_x - 1)
; q: {. O( Y- C1 J7 B' `% x5 | - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step4 | ?) w. @3 k' N1 x
- reversed_chase_path.push(4)
6 U* S% @9 ?6 i - point_x = $game_map.round_x(point_x + 1)
4 |' s* K% b; K8 C& z - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step, k- W% B3 X* v- \- Q; A( M
- reversed_chase_path.push(8)
. s) J9 X0 L8 S! {4 _: e! h - point_y = $game_map.round_y(point_y + 1)0 ^1 l L: Z& L7 o* A, Z1 [
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step5 T- i5 a* H% |% l T% m
- reversed_chase_path.push(2)9 ~5 z" Z& b! P4 |# D4 p
- point_y = $game_map.round_y(point_y - 1)3 |; k: E5 G4 K3 p" U N
- end
9 _6 w! g( R" }) M: K' U3 i5 v2 x5 M - else$ |( X+ N7 G- U* w
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step
. _8 z1 [7 ?+ j; M - reversed_chase_path.push(8)5 L; G& w$ J6 {8 q9 T5 _
- point_y = $game_map.round_y(point_y + 1)
# g9 C0 G+ k7 h/ c' {% J. c% }, m4 e - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
! B, N( X7 |6 e7 e% w5 @ - reversed_chase_path.push(2)
" A6 ^( @5 X6 ~6 I5 g2 B - point_y = $game_map.round_y(point_y - 1)& P) p7 `5 s: ` O
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
' F9 I7 h- t" _# w ]( q* a - reversed_chase_path.push(6)
) q( \: J& w' {; O9 U' Z# r - point_x = $game_map.round_x(point_x - 1)
/ k. `" O" F, k1 n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
1 P1 u2 E) N0 D# e) M- }% E, s: A - reversed_chase_path.push(4)
. [8 l, S o' A- F4 x' L - point_x = $game_map.round_x(point_x + 1)$ T: r* e0 I7 p& J" ~
- end- y2 ^. @6 P3 I# v d
- end% i' }* N6 e$ x" i, W2 \8 ?
- end #endOfForLoop
4 C* T* b. x! b - @mouse_move_path = reversed_chase_path.reverse$ Q3 \" Z$ ?3 B% z5 Y8 N9 W1 ~
- end#airship
, u3 ?8 q/ |1 A$ d2 b V4 D5 @ D - #--------------------------------------------------------------------------
) t) N) |/ t' ]$ Z% } - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
+ j6 G7 K2 [/ A5 q - #--------------------------------------------------------------------------
% ~$ F# X4 ~4 U* K7 b3 }. ?- A - def not_reach_point
4 s4 I6 w8 S7 |5 y9 n- x8 v" D - $mouse_move_sign.direction = 40 p/ R6 [) w0 A
- dx = 0; dy = 0; dir = 0
8 A' d( i1 Z' i+ {3 F; N0 g1 z: ?/ P - if @moveto_x - x 07 I1 I; K! V' @% B
- if @moveto_x - x $game_map.width - @moveto_x + x &&- c) s+ ?) V1 } D) Z6 `8 h5 p
- $game_map.loop_vertical
; V8 u! p9 R# m9 P, p4 s - dx = $game_map.width - @moveto_x + x; dir = 4
! P' Y; d4 ?( C6 E k& X+ _ - else
; a5 o/ V2 y2 y. z* B - dx = @moveto_x - x; dir = 60 M+ O, J/ Z* o' d& V! S
- end
, U. D0 o; ?8 N0 h - else
6 d1 |' U9 S# I - if x - @moveto_x $game_map.width - x + @moveto_x &&
$ r& d; I6 r. m8 e0 a3 F - $game_map.loop_vertical
# Z* F$ h/ E) k A1 I - dx = $game_map.width - x + @moveto_x; dir = 6# { a! t+ K! m' e J# ~
- else
Z4 f$ p& Q/ N6 D1 V, d& X - dx = x - @moveto_x; dir = 40 M I. K4 Q, A3 }
- end5 v3 y. w0 h* u: E
- end
9 s+ k: q( T5 `% U+ B - if @moveto_y - y 0; o9 g: P* ~# D& ^( b$ t$ h% [
- if @moveto_y - y $game_map.height - @moveto_y + y &&1 `9 J2 U! r# ]( @& ^7 y
- $game_map.loop_horizontal _0 V/ D$ N- b, {- a
- dy = $game_map.height - @moveto_y + y3 B6 I6 A) r5 T% l% _0 D) F
- dir = 8 if dy dx
. D* w+ m" S* A( |9 X; s - else
6 ]( [8 m! ?, b: n) V6 o - dy = @moveto_y - y
; c. E' N: _/ t% F2 B! m4 ]6 ^3 b - dir = 2 if dy dx0 d |( e! b1 u, l( K: S3 }( k
- end
5 Y& |, }' `6 m7 M2 J6 r2 v - else) F6 q% D; f1 \- J( I7 i8 R! A
- if y - @moveto_y $game_map.height - y + @moveto_y &&; }- E; ?- z) C, o# E: k f+ h- _, z
- $game_map.loop_horizontal5 Y$ {8 ~" r/ ~% _! n
- dy = $game_map.height - y + @moveto_y$ l) H0 t% X3 _+ Z1 U; Y4 r
- dir = 2 if dy dx
, L3 W9 O, k6 y1 p1 P& ?" |9 w - else3 f* m8 ~8 F$ H! J9 G6 z* O
- dy = y - @moveto_y
6 Y0 d: z7 s7 B/ }& P) ^8 a! n - dir = 8 if dy dx
) O* v m6 M8 s& E - end& k t$ o# j9 ^7 m4 N
- end
5 m, B& u' p" S1 A3 ?' F - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
( G9 k& \4 t5 M - end
# d* }- h; H4 ~7 m: B2 j - #--------------------------------------------------------------------------; q: M7 C1 I, \* Q1 `& {+ e$ x1 y. Q
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
1 i$ f6 ?/ G- U - #--------------------------------------------------------------------------
9 B2 u4 b7 g% M! v M4 s - def landable(x, y, path)6 p9 y) X/ z$ U3 x7 J: x
- case @vehicle_type: }. g4 m2 Y. [. ]8 p: u7 @
- when ship; return $game_map.ship_passable(x, y)
8 E9 d, ?; _* U h: G - $game_map.passable(x, y, 10 - path[-1])
4 Y/ Q' x: j( I, |' _ - when boat; return $game_map.boat_passable(x, y)
( v8 N1 S+ ]3 {5 L& h* ] - $game_map.passable(x, y, 10 - path[-1]): {( X+ ~; e0 ]! s) b# d- R' m( t- I
- end
: m `* Q( W1 f( | - end
: T- B4 j5 Y( m) {& n( j; b - end
6 Z4 p3 f! U* _' c5 I
2 b W2 e! z4 I- #==============================================================================+ ~1 D) H1 C9 A ?
- # ■ Game_Map$ x7 V3 {: K# g W
- #------------------------------------------------------------------------------
A( f) Z% A: _/ S/ \3 C- w, L - # 管理地图的类。拥有卷动地图以及判断通行度的功能。$ U& |0 k4 I. A1 T: s
- # 本类的实例请参考 $game_map 。
3 g' p! V+ A" s+ E - #==============================================================================
: H3 d' L3 S5 @8 k4 A - class Game_Map
8 j7 F; L% Y: c2 U - #--------------------------------------------------------------------------
+ R9 `; i5 s6 n0 [" H6 f - # ● 定义实例变量
; ~1 P/ R1 L0 Y8 m1 ? - #--------------------------------------------------------------------------
* a. {+ r: C% D: H - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
5 y: x! Z! l, x$ J+ I& @9 p6 ? - attr_reader mouse_map_y # 同上
3 s2 T T7 `) f$ [ U - #--------------------------------------------------------------------------+ E$ f6 N$ q) H( j
- # ● 初始化对象! u" T' _# ~" y, ~8 A3 ^
- #--------------------------------------------------------------------------
+ I: D4 K, C4 ?+ l6 C - alias sion_mouse_initialize initialize
6 h0 {- z9 y* _6 |1 ~8 U - def initialize
, R( X* S" o( I, r4 o4 ]; s8 E. w - sion_mouse_initialize6 j' f* y2 J f+ r
- creat_move_sign ###
8 W! J; C6 {# p; j. c; c - set_constants
: L% V& c5 f0 n+ |& M - end ^( C8 O- h8 o) v2 f0 J$ t f0 s+ I, U4 I
- #--------------------------------------------------------------------------" \# z, O) }& ]( K. ~+ h7 H; l
- # ● 更新画面
# F4 }3 F- \4 j! E: u# `. }. S - # main 事件解释器更新的标志
) E8 k; U K: ^( D - #--------------------------------------------------------------------------
6 V9 i. |0 R( E) n: Y - alias sion_mouse_update update* m! o' \8 ?, t% L9 y! p
- def update(main = false)
- n/ f5 c6 k: n# _* Y - sion_mouse_update(main)( o! X0 K, b1 D
- update_move_sign" f" M h& T4 C! @6 Y" O/ J4 {
- end
3 `6 B9 g/ \: [% q+ L: q - #--------------------------------------------------------------------------' W8 O6 O( ~0 b; Y7 _/ d
- # ● 创建显示路径点的事件
3 f9 U, V7 `' h5 z% a- [ - #--------------------------------------------------------------------------
% v D$ C9 O. d( M' A - def creat_move_sign
# s( z( S) `6 p9 S - $mouse_move_sign = Move_Sign.new4 e7 F) K# V: f1 O* {+ h: [' P! b
- end% j% I/ [6 R, b( F j
- #--------------------------------------------------------------------------- b- Y5 U1 c8 H5 V" U" C* [. ~
- # ● 更新显示路径点的事件
3 G' \8 _+ R# k" z6 ?" z" \ - #--------------------------------------------------------------------------
1 e5 L: E* h0 O* h% g% m/ x/ L - def set_constants6 V% [( u% ~0 R( y& U' K3 b
- @mouse_pos_setted = true4 }) T. ]% i7 Q* G3 h9 ` G
- @set_pos_prepared = false
- ?1 W: }" o) R, A* ^7 E - @mouse_old_x = 0
# C+ V: ]5 t3 K" u& [ - @mouse_old_y = 06 s1 y N: T1 X. N t4 ?3 v
- end# z H7 P/ P/ w
- #--------------------------------------------------------------------------* N& i# ~. a b2 f+ _. D h
- # ● 更新显示路径点的事件
" G4 e5 l( n$ L, b - #--------------------------------------------------------------------------
1 p4 Q4 h3 q0 P - def update_move_sign) ?4 o3 C2 n2 |: }+ l
- $mouse_move_sign.update
: k# d: y4 y% V" H/ R - end8 k9 b, P+ P2 F1 s; I
- #--------------------------------------------------------------------------
' s/ n5 {* d k8 T( a5 l - # ● 获取鼠标位于的地图块的x、y坐标
9 }1 B, o! ~: @0 }. ~8 C. b8 a - #--------------------------------------------------------------------------
}9 Z1 E4 N8 _, N4 g - def get_mouse_map_xy; B' ?& B) L" N3 T( }5 s. ]8 q
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y- k: `. ~* `6 U1 m) _/ ]+ |& Q& E
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
1 l' I- S! y9 ~- T$ _$ } - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
7 y5 J% u) M. h8 c* J y - end1 a# l7 U- [! s3 z A
- #--------------------------------------------------------------------------7 b, K9 {! l' x; u) n& N0 v+ \$ c
- # ● 返回地图画面时重设鼠标坐标: i- [* p* V( e+ h: r0 f2 D
- #--------------------------------------------------------------------------
2 m5 J! p' i( n: X! U7 u - def reset_mouse_pos2 i; B$ D4 G3 F7 x* o
- return if @mouse_pos_setted
( {0 K$ U* O0 T& x' i - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y) }! z8 R( D, Z. D. k% ~" g2 C
- @mouse_pos_setted = true o6 N, N7 f) o
- @set_pos_prepared = false
H4 v+ \- c! C O3 u q - end7 G9 Y4 \. }9 k, J
- #--------------------------------------------------------------------------$ R& y7 ]8 o; G
- # ● 重设鼠标的坐标
7 d- `/ v+ J/ T$ @ {. ]% l3 k - #--------------------------------------------------------------------------3 ~( A8 u7 Q1 j+ c- c' @0 r
- def prepare_reset_mouse_pos: z8 J& ~% t5 B
- return if @set_pos_prepared9 i* N. o, x9 k. Y& t
- @mouse_pos_setted = false
$ k0 Q o0 e4 i( z; z9 N - @mouse_old_x = Mouse.mouse_x: z F9 v4 D, {8 Q/ ?
- @mouse_old_y = Mouse.mouse_y
; Z% g4 E$ [% C3 z @$ `0 i - @set_pos_prepared = true8 M( r. E3 }. i6 O3 [" L/ y& _0 ]& z3 l
- end
) v, p9 C6 H" n6 x1 m - end4 \3 H: w0 p* z7 i( j, w
- 1 y* n* H9 p* B5 \, z3 u8 U% z
- #==============================================================================) {+ h& i+ |+ ~1 \4 n
- # ■ Spriteset_Map
0 ]$ P8 W$ \, [0 }. F - #------------------------------------------------------------------------------$ C a# r+ |! J+ z" B8 o% W/ n5 I
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。# d; ~4 S6 k; e. B5 f n
- #==============================================================================6 O) p4 h0 e, v* J1 _9 v
- class Spriteset_Map
5 {6 a. w8 y4 L- w8 _$ ] - #--------------------------------------------------------------------------- j0 w& n6 f1 r+ }' m- u. f+ ~' {! e3 y
- # ● 生成路径点精灵: t2 H! d8 J" A2 I+ H8 h
- #--------------------------------------------------------------------------
% Z' ^& P( j% t7 g4 @, v) @ - alias sion_mouse_create_characters create_characters0 I8 u- R) ?2 \) }
- def create_characters
# n% ]* V9 m9 v k. Q. D - sion_mouse_create_characters
D. R- z* s/ k2 A9 Q - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
! v" d" N4 N- i2 r+ W - end
( Q# }# l) [- i! J8 { - end, w5 H1 K; P2 n$ ?9 n' C
4 g0 p9 v" n4 s- #==============================================================================
% y: ?$ i; V; a! t$ }/ I J - # ■ Scene_Map- `; @: G( ~ `( v2 i9 V2 R
- #------------------------------------------------------------------------------6 ~( T/ f' Z" p+ Q
- # 地图画面
: v# M- e, B3 [- U& @ - #==============================================================================- T5 F& _6 O+ M% H. l# ]
- class Scene_Map Scene_Base
% B. p8 q) H* J: N* }' a - #--------------------------------------------------------------------------
9 C! q9 M* i0 k% i2 c5 t: T - # ● 画面更新5 [& n5 F, X- X9 U0 P
- #--------------------------------------------------------------------------
. z! K7 d' l7 G4 X+ B* A - alias sion_mouse_update_scene update_scene
# ~9 V3 c4 e( w/ y$ J - def update_scene) N8 `3 y8 T( A
- sion_mouse_update_scene% p$ X" H# j, L; f0 m+ T
- update_mouse_action unless scene_changing
, G! U# k- n4 M2 W- m* M - end, B) g& ?% @# U) g' G9 x+ m- a
- #--------------------------------------------------------------------------
9 x4 z( e* j% M - # ● 场所移动前的处理% L @: B' n5 U( z2 t# [( x
- #--------------------------------------------------------------------------9 [5 y4 h9 u% ^7 l( X3 o
- alias sion_mouse_pre_transfer pre_transfer3 [3 i! W4 \; r6 L% C( a8 M
- def pre_transfer
7 U8 o* e6 C) K. X - $game_player.reset_move_path
. j- L/ F! [, N/ l - sion_mouse_pre_transfer) ?$ T6 V# V* \
- end. E' C; c( ] `
- #--------------------------------------------------------------------------3 c+ K3 u, }* P* R! f- t- O
- # ● 监听鼠标左键的按下9 q, }7 S4 p$ N. A; V
- #--------------------------------------------------------------------------; I! T( L9 Z N! I* t2 T+ o9 t Y
- def update_mouse_action- d- t( Q+ ^% t2 @- j
- $game_player.left_button_action if Mouse.press(0x01)' d: o1 G$ X) K, A) X' {
- end _% \ V% r7 w- H* u
- end v4 O, y( j- |! z: |
- + r, j! J0 I8 R" X9 L9 l% ~" k
- #==============================================================================
% o- F1 E+ c5 e1 K2 c - # ■ Scene_File# J% I" Z3 x% Y
- #------------------------------------------------------------------------------ t. R, a" ~. i
- # 存档画面和读档画面共同的父类
; `0 r% L! e" g w - #==============================================================================+ R* k/ H, B4 `& u7 E; v. w
- class Scene_File Scene_MenuBase* C) {0 J( ?( y+ X/ A/ `: x; q
- #--------------------------------------------------------------------------9 ^1 z+ \* y6 z* f4 M
- # ● 开始处理' F6 l; d# ^- U! c1 X% ^4 _5 z! M0 t$ i
- #--------------------------------------------------------------------------. w8 H0 ~$ g. H! f# p$ [
- alias sion_mouse_start start
& K9 q% ~% n3 R+ B9 R, A [6 F5 M8 A. [. N. | - def start
3 x( P v- r$ ~# c2 _# R0 n - sion_mouse_start
. F; A8 u0 ~ M, G - @move_state = 0
/ j, v" u6 U. b - set_mouse_pos" O7 C9 q3 T, `9 w
- end
% v, ]. `7 L9 L" ? - #--------------------------------------------------------------------------
: M5 s) K2 \$ F7 x - # ● 更新画面
) k& v( }7 t: |+ a - #--------------------------------------------------------------------------3 {5 b' C. k3 \5 p8 }4 T, U
- alias sion_mouse_update update1 e. W- e. t9 L* g) B
- def update" x6 L \' C% e
- sion_mouse_update
1 d" Q3 [6 q& [" g& L - Input.dir4.zero set_cursor set_mouse_pos
" y' w( l, _0 Y9 e: b7 D - end
+ S2 i4 X* I4 q) d" R9 X - #--------------------------------------------------------------------------: f* L$ N- q3 l+ _
- # ● 更新光标
/ S `! X2 [) m" c! ?; H5 g# b - #--------------------------------------------------------------------------
( f( n9 X- k B' n - def set_cursor7 T1 D* a0 r3 ]' o6 j
- @move_state += 1
3 k3 i" N: P( R* t - last_index = @index$ d6 ]0 A$ B) R% q5 y- h/ U/ h' p
- if mouse_which_window == -2) Q5 N& l* e" Q5 C
- if (@move_state - 1) % 6 == 07 q i9 H# l. w
- @index = (@index + 1) % item_max if @index item_max - 1- v9 J. g5 ~- o9 F% H
- end
, Z3 T9 V4 ~7 v5 z. Q - elsif mouse_which_window == -13 J7 x2 h. I! b! t. q/ J: ?& x
- if (@move_state - 1) % 6 == 0
& d% D$ n8 G/ G# p0 d - @index = (@index - 1 + item_max) % item_max if @index 0
* M& R. N% z3 Z) c0 Y - end- P, E( b- ]4 `% _4 z# T8 }
- else7 \: C2 r( K4 I& U
- @move_state = 0
' g- z+ f- i, M* n# n+ T# Z. L - @index = top_index + mouse_which_window7 C/ S7 v' v h
- end6 U1 h; L& ?9 ]! U3 y: Z+ C
- ensure_cursor_visible
5 y: B' E) u/ G, n' X - if @index != last_index& ?% D& K4 k8 {$ r# }/ g+ e, z c
- @savefile_windows[last_index].selected = false% x& z8 E$ l; @6 U
- @savefile_windows[@index].selected = true
4 x) p, r6 S, e - end
9 q7 @) W: u3 f* O: m: Y - end( M- x9 j# W* `% T
- #--------------------------------------------------------------------------
% T$ l$ L& i* @) M - # ● 判断鼠标位于哪个窗口
+ M9 ~2 _; `8 |3 @* a* k) u& x - #--------------------------------------------------------------------------
9 f. Q1 k; R d D& s - def mouse_which_window2 T, F2 [8 E4 M! f) A( t7 O
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
6 l! C3 C$ q: ]5 J - if mouse_y @help_window.height + 14& g/ K/ Z: W$ B3 r4 p
- mouse_row = -1
3 L+ u) d( y5 T - elsif mouse_y Graphics.height - 14/ B: ], y# H& E& R ~
- mouse_row = -2, t8 U7 h6 ]1 m* U" S+ a
- else. @+ C1 A& `! u; i. I
- mouse_row = 4 (mouse_y - @help_window.height)
: z4 K' I6 \) \( r: ?/ R) v8 q - (Graphics.height - @help_window.height)
$ n9 e8 U7 C( _1 g: A7 a7 O - end
4 e$ [# o& A0 z9 ~( ~ - return mouse_row: o7 A+ C6 X( l- Y
- end G# |' R) h9 _" A. O& W) O3 K
- #--------------------------------------------------------------------------, l3 L# }4 K$ b
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
( Q' [/ _; K3 ?6 W - #--------------------------------------------------------------------------; e7 ~- a( `( m1 @8 H
- def set_mouse_pos
# s! L* Z; o& c# `' [5 D- ]& G! B5 B - new_x = 40
2 ^3 v9 M: q# I - new_y = @help_window.height + savefile_height (@index - top_index) + 24% g" G6 g" b& A" V9 e1 O
- Mouse.set_mouse_pos(new_x, new_y)' R: `/ {7 b8 M0 N4 }% H& `
- end! |5 E; E) L ~8 h5 G5 |9 Z& [
- end
2 F" ]4 O$ ?4 C - 6 N& X* x/ s/ B* {( B9 J& b8 L
- #==============================================================================( ]2 ?' |: a3 c* x% z) m. G; G1 l
- # ■ Game_Event
9 E9 T- M' F, {9 k3 b, d6 n m$ W - #------------------------------------------------------------------------------
0 p2 I& H& N. X0 D( s - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
. G3 O6 |1 l0 M* w/ P' H8 N - # 在 Game_Map 类的内部使用。4 w/ p/ m" H: s
- #==============================================================================3 s9 a( m X& o2 X0 |3 W1 d
- class Game_Event Game_Character4 K' c7 a9 g# H& E$ n1 U$ m& z5 J6 ]
- #--------------------------------------------------------------------------8 I/ P/ K, ~ r0 g2 h( d
- # ● 事件启动/ f' y! H1 `8 {, n# ], R+ `
- #--------------------------------------------------------------------------
, t( Q+ d, b1 ^: n' h- r! b - alias sion_mouse_start start( w8 v+ X7 y6 ~; @
- def start
# q" V3 X5 w$ v! X! B - return if mouse_start && !Mouse.press(0x01)8 z4 }/ O9 q0 _ i
- sion_mouse_start
9 C) D l/ b- A9 [! @7 L1 y' U1 s - end
( R& F: x% Q6 R$ Y# g | - #--------------------------------------------------------------------------
6 b! n0 h% t/ \ N9 G - # ● 判断事件是否由鼠标启动2 u E7 d+ O3 V# j3 z2 z
- #--------------------------------------------------------------------------- j6 X+ G, V- I
- def mouse_start
) U( f+ X. \" F# X- _5 r - return false if empty
( j; g2 k* y- f, v& ]5 f8 _% h - @list.each do index+ j2 A5 A( @( Z% u* k5 F" j& w+ h
- return true if (index.code == 108 index.code == 408) &&
- ?7 n, K' r7 G8 I - index.parameters[0].include('鼠标启动')5 Y Q% v+ h3 g9 e: I6 D
- end9 u; G' V" Q' a* d
- return false
% K9 R4 G, b: B ]1 v - end! s5 H. u; ]# s5 Y c3 \
- end- O' ?+ p7 c/ Q# ? u# P
. j' L& T" ]: R `) G/ [- ####泥煤的height
* T; U- A# t2 ^ - # @height = height
5 x' x9 \8 n5 z% a9 K; J7 X" J
7 n4 ~# Q% |+ \1 I0 D/ q- class Area_Response
# L5 v, e/ T' p+ v9 j: t: v - attr_accessor type$ m U( H, H; R+ w+ A$ r2 e. x' Q8 \
- attr_reader ox n5 }* B( l& T+ V$ X W
- attr_reader oy( @, G9 D4 |9 C& w5 ]6 L$ O
- attr_reader width
; g: N3 {- V' U - attr_reader height3 V0 U4 w7 y* X- {! l1 [
- attr_reader switch_id
$ t( Q1 g' X/ ` - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)5 f) F) N" }6 h" p
- @type = type
/ b9 w" o% c0 ~9 X+ G% q6 m1 c - @ox = ox
$ O) v+ {' ~$ g7 { n - @oy = oy" R# P+ y% X7 R- u+ J2 `
- @width = width
5 k2 y& Z- z C/ F! s$ a - @height = height
# R9 U& q: U* U- n - @switch_id = switch_id
- q8 t: [* E3 k, y - end6 j o8 g. J; L
- end8 v% {% c5 o9 |$ t) Y
- , d, R. |. u2 o
- $area_responses = []3 L; F, d9 M! m& U& g
- v5 f: B6 q+ G' _6 t/ o& s7 R- class Scene_Map1 P3 ^# m3 @* `
- alias update_mouse_2013421 update_mouse_action/ e- ?3 _$ h2 y( B R
- def update_mouse_action5 E" w* x# i. x. s% F+ @ }$ K
- update_area_response O* L, E4 f1 B) ?3 e# C
- update_mouse_2013421& `# V. w3 A+ B
- end* p' g. w. j8 p/ s: I2 F' D
- def update_area_response
* L5 J5 t: s; C8 l( U+ E - responses = $area_responses& v+ V! m! J" Y: {; i$ _3 F
- responses.each {response% R$ Y2 J0 W& a4 ~
- ox = response.ox
* F( a% v9 C+ y) C; M+ Q: w - oy = response.oy$ U4 r& n! g3 @; x8 Q
- width = response.width7 @3 M0 K! C v7 Z, j# N/ i
- height = response.height1 m2 \" _8 l6 D( J+ F( x: b
- switch_id = response.switch_id2 c$ H* d6 n' s- Y
- case response.type
' _& A- g c& Z. N) Z - when 0
# {0 a5 f' B* \ b8 f* {' I, C; ~ - if mouse_in_area(ox, oy, width, height)
+ a3 o/ U4 G5 B0 U+ g9 g6 [ - $game_switches[switch_id] = true! Z$ E+ P+ R/ h9 L
- $area_responses.delete(response)
/ _7 u O& t/ B; e" T( V$ ^0 l - end
/ w! `* V/ B' I6 \1 q ]$ G6 |* A - when 1
# v7 t# V* j! [/ y* A% `3 c9 P - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)6 p) Y' p/ e' K( r. ~
- $game_switches[switch_id] = true2 {- J* V' {( p7 o) s% K; z
- $area_responses.delete(response)
7 ?, |' S5 W5 }+ U5 c7 E2 j& _! m - end
. Z- g9 e4 s+ [8 A4 T% | - when 2
, Q# J/ U+ g- X. ] - if mouse_in_area(ox, oy, width, height)' s- Z0 d, r5 Y
- $game_switches[switch_id] = true3 a0 ~1 R" Q8 i2 ~1 ]
- else
* x) I$ Q- ^& f4 {/ N# C' _. s! M - $game_switches[switch_id] = false. n) M6 h/ `5 M3 g C" Q, o! F
- end
* M, u3 z* V3 E. { - when 3
% t; H E' G. g: M2 _4 [ - if mouse_in_area((ox - $game_map.display_x) 32 ,
: x4 O* @; w/ e - (oy - $game_map.display_y) 32, width, height)+ ?+ B0 |% n/ e
- $game_map.events_xy(ox, oy).each {event
0 a$ v/ y N/ y - event.start$ m3 O: a5 ~/ ]3 t a" K6 {8 N
- $area_responses.delete(response)0 `3 d/ G: ?8 e/ {+ i
- return' U5 z2 W) X. r4 e
- } 0 f; Q0 V* S3 V* w
- end
% m- R4 ^- Q0 M' g+ E9 P: x - when 4
# y- V, `: Z# U& ?5 x - if mouse_in_area((ox - $game_map.display_x) 32,5 ?6 {' B, s, V0 v
- (oy - $game_map.display_y) 32, width, height)1 q3 t7 B1 V, ^ d+ D. |4 l
- $game_map.events_xy(ox, oy).each {event
$ i9 N6 [* S# G' u( f - event.start
1 V) q: X% E- K3 K1 z" k6 T2 J/ q0 r - return
; l, q' b; F* ]9 ~- ~ - } 9 y$ w/ s: w/ ~" @/ R8 Q1 d
- end
G& n# T/ _$ ] - end
5 v O* _8 [+ V$ [ - }
g! q% ]9 h; I1 e' T5 L2 L - end
0 u8 T$ [6 a1 q0 S - def mouse_in_area(ox, oy, width, height)' f9 z/ J0 ~% m1 m
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
5 l9 o+ [3 i# L - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height- B9 @' I6 p& _2 R$ |
- end$ `; D2 v5 _8 H
- end: v4 V# D" x7 `! s, `
- class Game_Interpreter$ D+ h( [7 R2 G
- def area_response(arg)
+ p* g& z! h; \3 w - $area_responses.push(Area_Response.new(arg)) O0 V0 ^7 L% U8 g) I* L/ N
- end- K; U. {0 O4 y, G
- end2 r7 J+ F) h$ K7 x; H4 ~! ]
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