赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 14 |
经验 | 0 |
最后登录 | 2018-4-25 |
在线时间 | 9 小时 |
Lv3.寻梦者
- 梦石
- 1
- 星屑
- 420
- 在线时间
- 9 小时
- 注册时间
- 2010-8-4
- 帖子
- 2
|
- #==============================================================================
- # 本脚本来自www.66rpg.com,源自geocities.jp,转载和使用请注明此内容
- #
- # 初始鼠标图案在35行和64行改,变换的鼠标图案在62行改
- # 这个脚本的思路是判断鼠标所在位置是否有事件,所以响应的情况只有一种。
- # 如果想有多种响应的话,思路复杂,比如拆分事件名称等,做出来的东西将繁琐。
- # —— JesseKiss
- #==============================================================================
- #=================以下两个用来调整战斗时的手感问题,可以自己试试。
- $敌人选框扩大 = 20
- $角色选框扩大 = 30
- #==============================================================================
- # API调用
- #==============================================================================
- $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
- $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
- $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
- $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
- $Window_HWND = $GetActiveWindow.call
- $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
- #$FindWindow = Win32API.new("user32", "FindWindow", 'pp', 'i')
- #$HookStart = Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)
- #$HookEnd = Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)
- #$GetMouseStatus = Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')
- #$Window_HWND = $FindWindow.call(nil, 'mousetry')
- module Mouse
- LEFT = 0x01
- RIGHT = 0x02
- def self.init(sprite = nil)
- # $HookStart.call($Window_HWND)
- $ShowCursor.call(0)
-
- @show_cursor = false
-
- @mouse_sprite = Sprite.new
- @mouse_sprite.z = 99999
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/028-Herb04.png')
- #@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
- @left_press = false
- @right_press = false
- @left_trigger = false
- @right_trigger = false
- @left_repeat = false
- @right_repeat = false
- @click_lock = false
-
- update
- end
- def self.exit
- @mouse_sprite.bitmap.dispose
- @mouse_sprite.dispose
- @show_cursor = true
- # $HookEnd.call
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- def self.update
- left_down = $GetKeyState.call(0x01)
- right_down = $GetKeyState.call(0x02)
- if $pop == 1
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/049-Skill06.png')
- else
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/j9.png')
- end
- @click_lock = false
- mouse_x, mouse_y = self.get_mouse_pos
- if @mouse_sprite != nil
- @mouse_sprite.x = mouse_x
- @mouse_sprite.y = mouse_y
- end
- if left_down[7] == 1
- @left_repeat = (not @left_repeat)
- @left_trigger = (not @left_press)
- @left_press = true
- else
- @left_press = false
- @left_trigger = false
- @left_repeat = false
- end
- if right_down[7] == 1
- @right_repeat = (not @right_repeat)
- @right_trigger = (not @right_press)
- @right_press = true
- else
- @right_press = false
- @right_trigger = false
- @right_repeat = false
- end
- end
- def self.get_mouse_pos
- point_var = [0, 0].pack('ll')
- if $GetCursorPos.call(point_var) != 0
- if $ScreenToClient.call($Window_HWND, point_var) != 0
- x, y = point_var.unpack('ll')
- if (x < 0) or (x > 10000) then x = 0 end
- if (y < 0) or (y > 10000) then y = 0 end
- if x > 640 then x = 640 end
- if y > 480 then y = 480 end
- return x, y
- else
- return 0, 0
- end
- else
- return 0, 0
- end
- end
- def self.press?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_press
- end
- elsif mouse_code == RIGHT
- return @right_press
- else
- return false
- end
- end
- def self.trigger?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_trigger
- end
- elsif mouse_code == RIGHT
- return @right_trigger
- else
- return false
- end
- end
- def self.repeat?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_repeat
- end
- elsif mouse_code == RIGHT
- return @right_repeat
- else
- return false
- end
- end
- def self.click_lock?
- return @click_lock
- end
- def self.click_lock
- @click_lock = true
- end
- def self.click_unlock
- @click_lock = false
- end
- end
- module Input
- if @self_update == nil
- @self_update = method('update')
- @self_press = method('press?')
- @self_trigger = method('trigger?')
- @self_repeat = method('repeat?')
- end
- def self.update
- @self_update.call
- Mouse.update
- end
- def self.press?(key_code)
- if @self_press.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.press?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.press?(Mouse::RIGHT)
- else
- return @self_press.call(key_code)
- end
- end
- def self.trigger?(key_code)
- if @self_trigger.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.trigger?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.trigger?(Mouse::RIGHT)
- else
- return @self_trigger.call(key_code)
- end
- end
- def self.repeat?(key_code)
- if @self_repeat.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.repeat?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.repeat?(Mouse::RIGHT)
- else
- return @self_repeat.call(key_code)
- end
- end
- end
- class Window_Selectable
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in 0...@item_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_NameInput
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- if self.active
- index_var = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in (0...CHARACTER_TABLE.size).to_a.push(180)
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- #
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_InputNumber
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- #self.cursor_rect.empty
- self_update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if self.active and @digits_max > 0
- index_var = @index
- mouse_not_in_rect = true
- for i in 0...@digits_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- bottom_x = top_x + self.cursor_rect.width
- #
- if (mouse_x > top_x) and (mouse_x < bottom_x)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- if @last_mouse_y == nil
- @last_mouse_y = mouse_y
- end
- check_pos = (@last_mouse_y - mouse_y).abs
- if check_pos > 10
- $game_system.se_play($data_system.cursor_se)
- place = 10 ** (@digits_max - 1 - @index)
- n = @number / place % 10
- @number -= n * place
- n = (n + 1) % 10 if mouse_y < @last_mouse_y
- n = (n + 9) % 10 if mouse_y > @last_mouse_y
- @number += n * place
- refresh
- @last_mouse_y = mouse_y
- end
- end
- end
- class Scene_File
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- Mouse.click_lock
- idx = 0
- for i in @savefile_windows
- top_x = i.x + 16
- top_y = i.y + 16
- bottom_x = top_x + i.width
- bottom_y = top_y + i.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- i.selected = true
- if @file_index != idx
- @file_index = idx
- $game_system.se_play($data_system.cursor_se)
- end
- Mouse.click_unlock
- else
- i.selected = false
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Enemy
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_troop.enemies do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
- (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Actor
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_party.actors do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
- (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Game_Player
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- $e_id = $game_map.check_event(mouse_x/32,mouse_y/32)
- if $e_id != -1 then
- $pop = 1
- ####点击启动事件###################
-
- if Mouse.press?(Mouse::LEFT)
- # 信息窗口一个也不显示的时候
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- $game_map.events[$e_id].start
- end
- end
- ####################
- else
- $pop = 0
- end
- if @last_move_x == nil
- @last_move_x = false
- end
- if Mouse.press?(Mouse::LEFT)
- last_moving = moving?
- last_direction = @direction
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- last_x = @x
- if @last_move_x
- @last_move_x = false
- elsif mouse_x > screen_x + 16
- move_right
- elsif mouse_x < screen_x - 16
- move_left
- end
- last_y = @y
- if last_x != @x
- @last_move_x = true
- elsif mouse_y > screen_y
- move_down
- elsif mouse_y < screen_y - 32
- move_up
- end
- if last_y != @y
- @last_move_x = false
- elsif not @last_move_x
- case last_direction
- when 2
- turn_down
- when 4
- turn_left
- when 6
- turn_right
- when 8
- turn_up
- end
- end
- end
- end
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
- class Game_Map
- alias check_event_1 check_event
- def check_event(x, y)
- for event in $game_map.events.values
- if event.screen_x/32 == x and event.screen_y/32-1 == y
- return event.id
- end
- end
- return -1
- end
- end
复制代码 刚好有一个,给你吧! |
|