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純屬給LBQ腳本:- =begin #=======================================================================+ l5 U4 L" P1 {
- + m3 b; _, U/ q+ {) I6 A
- Sion Mouse System v1.3e
' k v _) K+ `/ @5 w+ |1 |6 \ -
# t4 Z4 ?, l6 n$ _/ f - Changlog* X! X; p* Y# O8 [* e
-
" I0 N9 Y% m" V, e9 q) T - 2013.4.21 v1.3f5 K; N: k1 c8 K, L
-
' Y! q, L Z9 Y - 1.3f 卷动地图 bug 修正 o8 K- b# W/ o4 G* @
-
/ U1 t+ K6 k, R p2 T2 q: X3 t5 H - 1.3e 逻辑优化;提供解除鼠标固定的接口$ V; H$ [$ ?2 n: |% n9 y- l
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
% l) ]2 P2 }) L - Mouse.unlock_mouse_in_screen 解除锁定$ ~0 {; Y8 q- |# k
- 2 r6 A4 S% c r, Q' e# e% q- O1 m
- 1.3f bug修正
# p2 U* p) H/ W5 N - , h. `8 U1 s/ u4 s
- 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/ h; k, h$ Y& q2 I1 E
- 关闭菜单时,鼠标是否移动到原来的位置。
& e- f) J" s) c- Z; a+ a) _ - * c m9 H5 g, Y4 O
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处. A2 y7 V* @% q$ l# V; r+ n: z
1 E7 y; t% a; L$ Q H2 ?% e- 1.3b 修正一些罕见的bug;" D! I/ a4 c5 X5 {1 ^5 ?
- # s1 `) g: V9 `4 _% k# f
- 1.3a 代码小修改;
0 `. v0 {- P' f - 加入了鼠标点击启动事件的功能,
. x3 B! C, x' L - 在事件中加入“注释”: 鼠标启动 ,1 }8 Q) N8 R) J# d
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。+ |; E3 ?9 k) ^) p9 q! H- o7 B# w
-
: K9 @, J- u( p# _7 k; a, v - 2013.2.12 v1.2
' ^+ F/ `% J$ d; X; z$ L - 4 ^5 Z4 w4 E n1 ~$ A) O. k
- 寻路逻辑优化;; d, s' S5 Q" i7 L( D; S( C- d
- 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;
6 ^+ f0 u, U& I& j - 现在支持用鼠标来操作载具了。# P) Y) u+ ^, }7 a5 v+ L
9 X( s! Q' f8 g$ _& T- 2013.2.8 v1.1- M( A, g! T0 I; N* s
- 9 e2 V7 v1 } E5 m& X8 H, h! K$ U
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
7 R* {& u+ m) v% v% H% M - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
H3 L* ^/ V1 }) E - 移动时,路径指示点的绘制更加稳定;
9 U. X" P- E4 ~9 x - 现在支持默认存档画面的鼠标操作了。
[/ w+ [! z3 F$ o; n; k8 {- S - % h" `0 f" w) M
- $ B. K4 O8 K4 I0 E8 i) L3 B
- OrigenVersion
3 Y7 U7 h, h; o0 ?3 Z -
, c2 \5 O, T, T# r. I0 G* W8 I# _. I - 2013.2.7 v1.0
7 X" A; u q4 g% a - 0 c: U: t# Z/ s, S( v
- 主要功能* e' t$ H: m z! }! V& F1 X
( j. V' O3 T& n1 u1 s- 使用鼠标进行各种操作..." m4 s; w" o) R+ Z$ N% y
- 将鼠标锁定在游戏窗口内0 d% U. ]; c6 i
- 自动寻路,按住 D 键可以扩大寻路的范围 W: ^; h' r2 W/ a
- 双击鼠标进行冲刺
8 n! O1 ~5 Y& P& A, [1 V - 更改地图卷动方式以适应鼠标移动
' K& }0 X4 F9 ?5 R - 变量输入框改良) a3 ~+ m( Y5 x% C7 c
- / `+ A+ s6 o# H6 X
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
7 y7 X2 j! I; p
; c# ^- Z1 X0 Q- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹( }3 u& }) v1 l. X! d
- a! O; a7 }/ y" ~( K" x- ★ 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
7 o' }; f% E% S1 e - $ B% @2 \0 G! o9 f9 P" ~+ p" W
& x, ~3 Z- b( o5 D- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★2 t6 P( v9 D* m
: Y2 R2 f3 Q3 |4 E7 T, G
+ }* I; S7 k/ L- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示; s" ^, @7 z6 f
& I; A) G, y: {7 A p# y- #==============================================================================6 n4 [4 @9 P1 q% d, r) X6 P
- # ■ 常数设置
B& J6 q, L5 i- q; c" [$ |/ [4 _ - #==============================================================================4 I, Z" i" d3 b+ m$ I5 r
- module KsOfSion
8 w0 Y- T+ I' _6 z( K" c: t) Z( C - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false7 e( N: ^9 \# y4 [9 w0 X
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑& i: E9 z) }2 a' R! O) n
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
: B) Z. ^' i) p# d- y M - 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
6 |3 _5 q& H% |/ R; m9 i3 K& _+ m - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
8 n. H5 m: O. h' A - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
, m8 S- W' h5 }+ A8 g4 D6 T/ e - # “30” 是默认显示格子数 长(17) + 宽(13)- ~% `8 @: ^/ ?5 v$ X
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
: y6 s; N- P0 x% Z: v - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)/ j; {4 d8 Y* ] @- E
- end& x; q8 y5 N5 P# Q/ O
: ^' Q) e* T }! u* ~) m! r. F- #==============================================================================- t! T7 h4 J7 {* j# r- ^
- # ■ 用来显示路径点的类+ q" o) E9 _ E* t A! F2 x2 d, c
- #==============================================================================
$ l' y# @: n5 c/ ^; a/ H - class Move_Sign Game_Character# u5 B/ F8 S8 l
- #--------------------------------------------------------------------------
! ~6 @- @2 }7 r* m }- e - # ● 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
% v/ q) ^0 ~9 \/ V - #--------------------------------------------------------------------------
2 o2 Y2 D3 l2 b8 C5 [9 G# V# a9 j - def init_public_members; `4 s0 O" H% i8 i# j' ?; I
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹 f" H8 z% i: G2 ?
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0% X$ P& ?0 O% r( o" w9 R
- @move_speed = 5 # ★ 踏步速度
/ O2 L. k3 r2 Z6 j3 T5 T - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
. T+ T+ r: o& Q - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
# Q9 c. O j, H; b# u - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)# z( h' u2 G, j5 `, F; E' w/ K s
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列 }0 Z/ v# }# ]3 ?
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
% b) v {; ^6 Q. ` - + m8 N% V; G* ]: d& l6 w
- / e9 p2 X+ ^8 A
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★+ L$ N$ _7 N9 R, V, H
& a3 @8 r' |, t
% @+ h) e/ t- ]. @) o- # 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2 G! f% L/ P: N/ R9 U( y
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
& Q; c- ]- D2 [! N5 s% U
8 _: w& f6 O* \2 o/ X- if $no_arrowpic_warn
7 \& g$ r9 C; O - MouseShow_Cursor.call(1)
3 r7 Y W3 G7 R9 i. q5 ~ {, U) ] - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png4 [8 d& f, k6 N( O: D
- ( o2 }4 `6 i1 J/ I, r4 I
- “路径指示点”将使用游戏自带图片* g' W9 v" A) k3 T% c3 p+ S! c9 d
- ' o: U) V& m5 z8 O$ H
- 该提示可以在脚本内关闭')7 [6 Y" t& A5 {( L4 d" |- C W
- MouseShow_Cursor.call(0)' K. t E# \( I0 D/ L0 s& ^8 n
- $no_arrowpic_warn = false; \6 v/ m( u) w( U: }, O' |2 {
- end
! j: ~0 k3 Y& P5 g) C - @character_name = '!Flame'
. |) @9 H0 O5 ]: Z - @character_index = 6
; D( q3 [: U C" T! @ - # E0 O' ]$ [+ G. V0 x
- end
" l! o# X8 r( C+ H+ Z# a8 C - @direction_fix = false # 固定朝向. B- K2 T$ \* p1 L" ~# H1 q& {2 v
- @move_frequency = 6 # 移动频率' ^2 |8 n6 @7 _
- @walk_anime = true # 步行动画
4 J( q- C, k( t7 _7 O* K - @pattern = 1 # 图案- [% X1 [/ ` k
- @through = true # 穿透; o( Q" j9 @0 x1 ], u
- @bush_depth = 0 # 草木深度5 e3 P/ S }) |0 C0 R6 `, Y
- @animation_id = 0 # 动画 ID
( O, D$ [3 ^9 _! r% Y6 X8 K2 Z - @balloon_id = 0 # 心情 ID
+ g! @! f( N" H1 l - @transparent = true # 透明. l; v7 o" u" b7 J$ \
- @id = 0
7 Z6 D4 g' g3 K - @x = 0" _2 @# a5 D3 ^" d. ?& G
- @y = 0
% O; [* k2 W# X( P0 E - @real_x = 0& w; v. `% c3 P! [* m3 z( o* T
- @real_y = 0/ W1 p+ g! f& ~0 [( d- |+ `
- @tile_id = 0$ n; M+ N. |- E
- end
" _- l) g0 \1 z* T: W4 @+ Z - #--------------------------------------------------------------------------$ A- j$ y, C, E# y5 J
- # ● 定义实例变量
' j" G6 b) A& s6 k( F" q - #--------------------------------------------------------------------------/ \4 ?: h6 [1 E6 F1 @
- attr_accessor direction
" w; B- ~% \, k: q1 N" \# q - end6 z8 X* A2 _+ ?: b
/ b. Z9 r7 m: W ~# D+ F$ Y- #==============================================================================
: a! w3 @2 u+ e, s - # ■ Module Mouse
" u) I! S/ Y/ x1 Z0 T9 G - #==============================================================================
4 M0 A# L3 Y, j' K - module Mouse
- C: T% P# B' B7 P8 u- S) ~ - #--------------------------------------------------------------------------
+ A6 e' P' o+ o - # ● API
1 b, R# a. }- l* Q - #--------------------------------------------------------------------------
; O; H; [2 R- y! o4 Z) S - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
4 J; u I _) g; r1 _ - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i'), n+ o& o: t: x5 c3 |3 {
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'). K' o ]6 @ N9 R/ x0 `; A4 H z
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i'), |$ {% O4 k! a/ A# A# j& A
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')9 H' T# ~4 l4 j6 a& P' W
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l'), K6 I: f$ A8 x) G
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
6 l1 g( r9 R, ~) u( x# }5 y$ ^) E - Window_Hwnd = Get_Active_Window.call
$ D. H+ |/ i7 N l0 ~' A - ! d% }7 J. g3 h) t
- class self: u0 Y; n( R6 s$ ?. w" Y2 `2 q
- #--------------------------------------------------------------------------! O% F% }; O3 F. O9 g9 _
- # ● 初始化( Y. b* g; Q( T( h
- #--------------------------------------------------------------------------" d% y$ `: H- D: ?8 z3 v7 x' O+ E
- def init$ }( u: V, f& k4 b$ c& g
- lock_mouse_in_screen if KsOfSionClip_Cursor1 C+ ]+ y- h k2 [ l
- @left_state = 0/ Z% J6 Z2 g9 @/ U
- @right_state = 0. \9 r- |* s6 @
- @ck_count = 0 # 帧数计,单击以后从0开始
( A& n# K; E! M. {! @ m - @dk_count = 0 # 用于双击的判定
% Z% U; t, L/ U( x8 h3 s* q. w - @clicked = false
! F' J# z: ]" p - creat_mouse_sprite# n. O! m4 H) I2 k2 |
- update. t' P9 n/ q6 Z
- end6 W% L; l, i3 x) ^' G
- #--------------------------------------------------------------------------. S* I8 w: Q( d
- # ● 鼠标指针精灵* B# h: [0 S1 r$ |3 A
- #--------------------------------------------------------------------------
1 u- P1 p+ h* U: z% J/ ] - #~ def creat_mouse_sprite
6 L+ N% ]1 B) t/ O; Z. M. X5 m# p3 k - #~ * Y5 x* v$ C1 D
- #~ @mouse_sprite = Sprite.new
9 i+ D, | Z3 M$ A& W4 R& l( z, ? - #~ panda = 2#rand(2)+1
! f+ W* P* p! h1 k8 W
6 k& Q8 n2 t& ?* W- #~ if panda = 1 @; p8 I' |7 o% F. l
- #~ if File.exist('GraphicsSystemCursor2.png')3 n$ Q% v j7 ^. \0 y* G
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
7 U( i3 T8 r# I, U$ }# T' r - #~ end#with if File.exist, S& m! u5 y, x6 l
- #~ # L# ?. ]' k( z) A. U
- #~ else if panda = 2 #with if panda=19 b2 [4 |* G3 @0 {8 _' V5 V
- #~
5 b" {3 ~ y! m - #~ if File.exist('GraphicsSystemCursor2.png')
, k* u, E' O D+ g2 N - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
, m; \. R" @- _3 `2 y( v8 z - #~ end#with if File.exist
* }) D# n% _. j" q - #~ g% e' E4 S& ~" |3 Y; P
- #~ else #with if panda=1
7 ~7 f, V3 _2 i3 Z: e: D0 h - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
2 R3 U) |7 Q/ k8 E - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
3 [/ g' Z6 V9 s/ ? - #~ Rect.new(5 24, 24 24, 24, 24)) D$ [% Z5 F/ @
- #~ end#with if panda=1/ y3 R$ O* `% L! i
- #~
1 _& S1 |! ^! j$ |/ f$ } - #~ #with def) ^3 O' K1 @0 u5 S6 I
- #~ end
! i$ P+ }$ v. a6 ^, @ - def creat_mouse_sprite$ p4 n- J# l$ o C H+ V+ T1 i" h9 y
- @mouse_sprite = Sprite.new- u& D6 B' I4 [( `" n
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})$ U5 w! `! h5 c( J# C" e. Y' j
- @mouse_sprite.z = 9999
& G& P: J( V W0 [* w - Show_Cursor.call(0)7 Q" B2 r8 A. U* m
- end
) N* h$ G. j) D: N4 Y/ h3 M
4 A7 s" \. u) E8 e' w g' M- #--------------------------------------------------------------------------( B, h/ O3 m0 f) m# c5 o
- # ● 更新
4 U& Y/ o4 E: u4 k9 ?- ]4 H/ A - #--------------------------------------------------------------------------! ~. Y& c- O* V, n! _1 q
- def update
9 R. w3 H( p, Q8 @. z - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos4 s: }9 c5 K- J( v; o' p9 C* p
- left_state = Get_Key_State.call(0x01)
+ K: m6 Q, ?' ` - left_state[7] == 1 @left_state +=1 @left_state = 00 X5 {7 O# R$ x
- right_state = Get_Key_State.call(0x02)
* K# z5 {4 F7 ]$ |+ P - right_state[7] == 1 @right_state +=1 @right_state = 0 f; G: a8 d9 u/ B) B
- update_double_click
$ P3 Q% U) f1 A4 _8 E - @left_state == 1 @ck_count = 0 @ck_count += 1
j7 {4 X8 Y: u - end( u) R9 D% m' r# b
- #--------------------------------------------------------------------------* ?& h( l6 C0 W0 Y% L" U# C
- # ● 获取鼠标坐标9 h# Q3 @5 J! n1 t0 ?
- #--------------------------------------------------------------------------! @( ]5 G4 J. r1 t- e
- def get_mouse_pos0 {* W4 r( [+ ^; y2 [3 | D
- arg = [0, 0].pack('ll')
4 Z7 D( k/ _( | - Get_Cursor_Pos.call(arg)
/ R \. J/ J1 C& Z7 `7 c3 A4 ~ - Screen_To_Client.call(Window_Hwnd, arg)( L; ^3 Z6 k, U2 C3 v# T9 i/ o
- x, y = arg.unpack('ll')1 h/ Y* t0 h: q% ~9 N( V, m
- return x, y
2 B. Y9 l s; q1 p - end# h; t8 V. m& d" z8 I6 m0 Y
- #--------------------------------------------------------------------------( T, I5 g' ]5 |" n
- # ● 将鼠标固定在屏幕内
# d: i7 N A4 ]9 d- z. K - #--------------------------------------------------------------------------0 R- Q6 g' k0 x" P' \* }: y
- def lock_mouse_in_screen( ?6 V) O+ h; \- T
- arg = [0, 0].pack('ll')
: [2 v) k1 G6 Y) a - Screen_To_Client.call(Window_Hwnd, arg)2 y e* o1 E1 j3 L7 m: x
- x, y = arg.unpack('ll')
) f5 G+ ^2 y. O0 z - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
+ u/ o, p |6 v6 S' c/ d: a - end1 z% L6 U; N2 C: I* U
- #--------------------------------------------------------------------------0 r! n% ]' d$ O; h1 n
- # ● 解除鼠标固定# K9 [8 ~4 m5 c8 `/ g
- #--------------------------------------------------------------------------4 R/ M; X9 f" H+ L
- def unlock_mouse_in_screen
, N) m! p% c, `% \. r' N; R" H1 X - Clip_Cursor.call(0)
5 g" }9 z. D2 o - end
% j. v* h. ]2 ^ - #--------------------------------------------------------------------------" ?: z1 n( d3 L2 }5 U; s
- # ● 鼠标双击判定" m- N+ z& \1 h6 A, t
- #--------------------------------------------------------------------------( S# g- M8 }5 K" l3 |" {
- def update_double_click4 T( K+ y, \+ w. O
- @clicked = true if @left_state == 1
5 x2 k, x+ ?6 r+ n2 h - if @dk_count 0 && @left_state == 1) }1 r7 }2 w! G+ k. B* _
- @dk_count = 0; @clicked = false: o5 J4 o( N0 u0 r8 C: d9 \* {
- return @double_click = true
7 O% h( A" i/ \5 q7 {8 M - elsif @clicked
3 p! s6 I% w5 I, g! d* N - if @dk_count KsOfSionDbclick_Frame' E/ x8 Y5 Q* J8 R# l& s
- @dk_count += 14 X1 X; g& ~2 ~+ K* q, |) j+ b
- else ^2 Q% ?4 M; T; m0 ]. M$ y9 [
- @dk_count = 0; @clicked = false
6 J' P( e" F/ |" [# v5 T5 { - end
0 R2 I9 [) L% |8 Y - end
3 Y4 O% m0 V4 c0 S* a - @double_click = false, T1 S8 \, B/ z& O
- end
& U$ r" C; g8 W# w - #--------------------------------------------------------------------------' R: _# z* G$ J# w& @
- # ● 按键被按下就返回true
7 d: i/ `: `! l1 D# b% t, I$ ?* k* I - #--------------------------------------------------------------------------8 d5 V9 i$ L3 P% L
- def press(button)3 v3 s" O% e6 q" J; Y
- case button
* N' H, }% f; P% ]5 J - when 0x01; return !@left_state.zero
& h' a1 u; v2 Z4 v9 g - when 0x02; return !@right_state.zero
% ~+ J7 N8 x" v- {, q- R1 o - end
* r& g# ^0 \- X; c - return false$ g' J# a" F! x8 @: N: B! ?0 t6 Q
- end
8 z: T; _) K$ ?/ Z) k3 q - #--------------------------------------------------------------------------
' q- }. d3 t* G2 j8 u( w3 v9 U# l/ o; ~ - # ● 按键刚被按下则返回true6 f) r0 ]' I9 g( A$ R
- #--------------------------------------------------------------------------
2 D. }2 f' j( T! W1 i3 b - def trigger(button). B1 l3 Y8 A8 f- ?
- case button
% f9 |( k! D. j& I6 V0 \7 }$ v - when 0x01; return @left_state == 1
7 m8 g/ d; ~2 ~) P - when 0x02; return @right_state == 1
. g# q' O: h8 C/ ~ - end/ S' H- {$ k0 `# H' _7 @, s
- return false: S, v* a, b! T5 ]# d
- end% N% d. x) c3 E9 G5 ]4 z) e
- #--------------------------------------------------------------------------+ y$ W: t2 i: x6 d
- # ● 持续按住键一段时间的话,每隔5帧返回一次true# F4 Y5 |1 B) o! o: x! N. r; N
- #--------------------------------------------------------------------------
# y8 [5 _* N4 T2 w: q! a4 V - def repeat(button)
3 l( R3 {4 t. I0 o - case button
. _" U6 J/ F6 T - when 0x01; return @left_state == 1 7 t \8 h7 L( _! C
- (@left_state 22 && (@left_state % 6).zero); J2 L- K! a; R% [% f
- when 0x02; return @right_state == 1 5 B2 G! n/ p1 l
- (@right_state 22 && (@right_state % 6).zero)' C5 F: L* T& N i
- end
9 `3 b) b* e: y: ?+ M8 | - return false
$ g1 x# Z" a. A - end/ z. r3 |/ k3 k8 U' t" j
- #--------------------------------------------------------------------------
) S" b" H, X8 t: _# [/ h y9 ` - # ● 判断是否双击鼠标
1 H8 \. i/ W6 C$ Q8 ~6 z - #--------------------------------------------------------------------------
4 O% N$ t {: V) R - def double_click% q; i1 x; F1 d3 Q1 H! o; y3 a
- @double_click" A: J; m+ q/ z' e+ D1 G
- end. {: i8 J) X \( ^, [* l
- #--------------------------------------------------------------------------
6 ^( q2 o! P/ z - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
+ C8 Q8 S5 }- o9 @: f - #--------------------------------------------------------------------------
" P5 M* v( w5 R4 q+ J - def click_count0 E$ `+ @1 `5 r2 R- i. p6 A9 M
- @ck_count
/ F, M' V0 {: z( Z - end, r1 ]7 @" C3 D
- #--------------------------------------------------------------------------
% S# l4 b1 A7 K7 k7 H; x0 {* ~) k - # ● 获取@left_state(按住左键每一帧+=1)
; F# u( W! s v' ?/ o - #--------------------------------------------------------------------------
7 v/ d. q; ~# k! M4 } - def left_state4 A9 }4 M ?7 f$ t2 y* G* n0 L, k, ?
- @left_state
9 P, _1 U9 Y1 ]! |$ L: ?$ v6 I - end
" W' D. e- m7 b, a7 }2 ? - #--------------------------------------------------------------------------
% v2 ~$ T, Z/ @. _: n6 i. {9 r - # ● 获取鼠标的x坐标, |, g9 {1 [9 q6 W5 |( x" N
- #--------------------------------------------------------------------------! a' u6 k. N4 d2 M7 H6 g! Y) v' [
- def mouse_x
$ a( k. N& ~. @( G - @mouse_sprite.x
/ V2 y' V! C4 m& o! `6 Q - end
$ m" d! o' o, `+ @ - #--------------------------------------------------------------------------
: ~6 x3 |; [+ s5 F2 y! c6 _: c - # ● 获取鼠标的y坐标! m( ` t9 Y% u, v' y! T
- #--------------------------------------------------------------------------
$ c: w% L6 C- X; u. F' S6 ~* M - def mouse_y* k$ ]# P, K: @; Z4 ?6 W
- @mouse_sprite.y# l/ R! Z ~3 W: X8 I8 t4 _3 N
- end
# X% n0 N* l+ C9 }3 X3 l3 t - #--------------------------------------------------------------------------
, y6 R6 a! b9 O! |: K - # ● 设置鼠标坐标' D8 y) M) t. D- k
- #--------------------------------------------------------------------------
) d/ L8 C& O- y1 p O1 P' i# G - def set_mouse_pos(new_x, new_y) x& @$ p5 K3 T5 r# Q5 M* E
- arg = [0, 0].pack('ll')
8 E# O# |& s2 _5 [4 H) ]+ a - Screen_To_Client.call(Window_Hwnd, arg)
+ i% j; z, ~" J2 R5 x S9 e3 t - x, y = arg.unpack('ll'). |* C- R* C8 `
- Set_Cursor_Pos.call(new_x - x, new_y - y)
6 r7 e4 F) r4 b8 L7 y- Y - end
) j2 w* k* C3 S/ z u - end #end of class self 7 {3 L& \- @' B2 ^; T% h
- + T" O0 v1 Y7 c0 T" n3 w* {
- end- G& s/ b8 k- P" a% e' z
- % N+ {: G/ L( b* w* ?+ g0 G
- #==============================================================================, z& m! i0 [+ ^* U) W5 o( Q
- # ■ SceneManager7 x }8 n F! T* U4 x4 [4 @
- #==============================================================================2 c; p/ Q0 y( a2 X, y) p& c; A
- class SceneManager; l. \. n k# _- J* t5 W' }0 w
- #--------------------------------------------------------------------------9 F+ C5 z+ i6 Q% ?$ w! G" d
- # ● alias
- M& k& ?. w# ~" W - #--------------------------------------------------------------------------" H$ L9 V* y2 @6 q
- unless self.method_defined(sion_mouse_run)( h, A/ g! t! B* @ V+ |
- alias_method sion_mouse_run, run
( I, d. E9 N) x* L$ g - alias_method sion_mouse_call, call# }& P# L, N- q' X
- alias_method sion_mouse_return, return; Z" {7 L& U* z. A& u
- end5 p1 |# c4 n- n& |, ?0 C" B
- #--------------------------------------------------------------------------
! {) P" D U1 B$ } - # ● 运行
8 S" u. S* L, k2 @ - #--------------------------------------------------------------------------# b% z& V6 B* K0 V
- def run
( }" u$ y2 a$ e R - Mouse.init
0 B5 y9 o- W% f! d) k$ u - sion_mouse_run2 t' B. Z7 }$ f6 j
- end8 v# s- n3 R. f
- #--------------------------------------------------------------------------& J5 ?. E" i- X! U+ m1 L
- # ● 切换, m* h9 w" R9 O5 k* f1 Y( X0 @
- #--------------------------------------------------------------------------
3 b( V6 C1 @0 e- r: \ C - def call(scene_class)$ r/ \; s; r/ q$ H% M' E, Y- W
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
1 N6 T8 c( d. G% O3 U" V- U - sion_mouse_call(scene_class)
/ H% z5 T* L/ ]- u* ~" o; p( ? - end, N; Q9 S* S2 d' d! h* ~* e
- #--------------------------------------------------------------------------
8 G1 A- G6 D3 i6 k% y. D5 F! e - # ● 返回到上一个场景
B/ v6 I. y8 O) q& A5 l - #--------------------------------------------------------------------------
) V; W) G! s+ q* C* g - def return
+ I1 G( f# E: y: v - sion_mouse_return
8 A5 }3 C+ w! G( e% j - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&$ y) i9 ]3 F3 j) Y2 M& K K
- @scene.instance_of(Scene_Map). E3 t* x" }, { b' L! j
- end6 @$ `5 X' F; t1 [ C, M
- end/ q3 x; t' P8 F- c2 n" W( H
; i1 f: n6 h% L6 ]- #==============================================================================- s9 l. Y' \9 R9 H& [! W
- # ■ Module Input
; {$ Q# t7 v$ X B- g2 J - #==============================================================================+ k8 m2 x6 ]8 ?0 h
- class Input
- P1 H6 O/ @5 [+ i+ k$ f) E - #--------------------------------------------------------------------------
# K' V! d6 J5 \* N$ R' X2 ~2 ~ - # ● alias
) E4 H* B P0 [* y4 v - #--------------------------------------------------------------------------
$ J; H% v0 `7 p7 o - unless self.method_defined(sion_mouse_update)
4 Z8 }* k- _, o* |, v( Z2 ^ - alias_method sion_mouse_update, update
9 N- Z/ U9 g. @6 n ` - alias_method sion_mouse_press, press
. ~3 f7 E( J, [# P - alias_method sion_mouse_trigger, trigger
. Y; G w& X* S - alias_method sion_mouse_repeat, repeat
( ]8 p a% C4 Z5 N% Y% Z - end
" E$ T6 ^# Y" l0 \3 C5 g9 n4 c3 _ - #--------------------------------------------------------------------------
! t4 t2 B* s { - # ● 更新鼠标
9 U6 f2 z& n% Q- ^% ~ z0 S, n9 Q8 { - #--------------------------------------------------------------------------
3 d/ Y0 P! f, a' @+ t( P% E$ t7 h: b - def update
2 P3 U$ \1 D4 @8 a6 N9 |1 C - Mouse.update
& g. ?! I# D. M0 w# {8 J - sion_mouse_update9 [* p" z% e1 {1 r$ X* f
- end
: k* Q" M6 n e+ S - #--------------------------------------------------------------------------3 U' C, k) l* f, W9 ^ Y/ X9 g' c
- # ● 按键被按下就返回true/ u0 |8 J) m8 [) d
- #--------------------------------------------------------------------------
% K3 I1 I8 f3 j# h! Y - def press(key)
% q% ?; b% o: q# d# z' X2 u - return true if sion_mouse_press(key)# R8 f& a7 O9 d5 @) g
- return Mouse.press(0x01) if key == C# ?% {! E" {# g- E
- return Mouse.press(0x02) if key == B
3 |5 u9 Y5 r7 W+ Y8 K+ U - return false
) x( B( w% `$ M0 o3 N+ h - end
7 T) h9 z; [8 s( d* L) a* h2 H - #--------------------------------------------------------------------------. z' c1 j& e* \5 h0 b G& l
- # ● 按键刚被按下则返回true2 i' R# t+ I& K9 A7 p) K
- #--------------------------------------------------------------------------9 ^1 Y Y H5 O$ M# `9 ~
- def trigger(key)
/ N4 r1 `9 C9 m, T5 Z - return true if sion_mouse_trigger(key)8 X" v2 t* Y& P
- return Mouse.trigger(0x01) if key == C
0 |+ _3 N0 `+ P3 V - return Mouse.trigger(0x02) if key == B
% V9 Q+ d" @! l% T1 v - return false& K5 U1 Y& Q8 d" ^
- end* K0 Y" A5 z6 N, t
- #--------------------------------------------------------------------------6 u$ v% X! L9 u* r9 q
- # ● 持续按住键一段时间的话,每隔5帧返回一次true' G% n( \3 b9 R( A6 v; z
- #--------------------------------------------------------------------------
+ ?4 T3 C7 ~( ` u - def repeat(key)
$ ]0 x' `- m% k' U/ r - return true if sion_mouse_repeat(key)
9 F5 p4 ? n" r1 b - return Mouse.repeat(0x01) if key == C$ {1 _9 ^! c/ u5 P4 E. W
- return Mouse.repeat(0x02) if key == B
9 T% U3 N. N: Z x" i - return false) z. h, e3 A% I- L; `& u1 W
- end
$ E/ A# {* ~. r& L1 \- j' r - end
% W) [ H* x4 c! m; x3 O5 G - 7 ] p% H4 s, o2 i& }
- , \ E/ k' t& H; `# L
- #==============================================================================* r8 F1 x1 v2 Z& c8 ~5 i# f; F
- # ■ Window_Selectable0 t$ S8 u4 F9 Z; N
- #------------------------------------------------------------------------------
$ f) \7 i$ z; D: Z, p - # 拥有光标移动、滚动功能的窗口
% G6 T y$ f9 l* u% u3 z2 e8 P - #==============================================================================
, l0 u& u& T$ V - class Window_Selectable
2 T4 X7 W7 {! k% e9 W. L - #--------------------------------------------------------------------------
" w5 E' J b! d - # ● 初始化
, @2 g; J0 @/ C' k - #--------------------------------------------------------------------------3 F& d7 t& O4 `
- alias sion_mouse_initialize initialize, P5 l' g) v# r4 w" \, g
- def initialize(x, y, width, height); j' Q$ |& A" |! S
- sion_mouse_initialize(x, y, width, height)7 o- W. }. ]+ m9 C8 @- @3 R
- @move_state = 0
4 x. |# F2 C) J, e3 P - end
3 @* n: H( D# h7 e! v; E - #--------------------------------------------------------------------------
V) p: H4 R, g$ S6 b4 R. E- G - # ● 更新/ S; E0 ?+ r w, m$ N$ G
- #--------------------------------------------------------------------------& \5 M! q' }$ [! k$ D: d9 }; t
- alias sion_mouse_update update
8 K+ Y$ n2 k) p& E% `% _* K - def update3 {: G; N7 a5 N4 @# _% Z! c$ s
- sion_mouse_update
8 ]. `7 x, _+ \% W" A0 L - update_mouse_cursor* ]& o3 @- t+ w% u+ ~' K7 F
- end
8 |2 V% q' H# n7 s8 t) q8 G/ P - #--------------------------------------------------------------------------
5 O7 M$ k. j/ F - # ● 启动后设置鼠标到index位置' L) Z" m7 ?" K8 Z
- #--------------------------------------------------------------------------) F6 k9 y0 u& q
- def activate
) I1 H9 k7 j6 r E0 Y( b! x - @need_set_pos = true if KsOfSionMenu_Set_Pos
3 Q* n& `" A7 ?8 r' t7 q( z" v) k2 ^$ H - super
2 ?2 M C- S d1 v, x# O- j - end; v* Y+ |9 {( X. x; C
- #--------------------------------------------------------------------------
# r& O6 j( r9 L2 u4 q! P - # ● 更新鼠标和光标的位置7 t4 F) g% s6 h9 }$ U5 e4 l0 n
- #--------------------------------------------------------------------------3 e" m% Z, d( D# R' w M4 ?
- def update_mouse_cursor
7 k* n5 {% ^0 G - if active, e, v' a, c* L! B! r. S
- if @need_set_pos) G0 Q2 \. m7 v/ z4 A
- @need_set_pos = nil
- }* F; b. [: p+ } V - set_mouse_pos! ]* `1 t( k& v" N4 ^
- elsif cursor_movable
! s+ z7 g3 R- l0 e# R6 U: X - Input.dir4.zero set_cursor set_mouse_pos( l, o v9 w7 P' b: `
- end* ?: i% \/ U8 \( K' `
- end$ \' A' e- `- |$ w+ d
- end
. R) G i: T' W - #--------------------------------------------------------------------------/ F: h1 Z* |- }& \* |( J$ A
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能8 k2 a# C" @7 P+ y
- #--------------------------------------------------------------------------: l" r- f; m, l3 D% S# v2 U7 a8 F
- def set_cursor9 |" E5 i9 z# V
- mouse_row, mouse_col = mouse_window_area
! K2 C! [0 Y- v- q6 K - if mouse_row == -1 Q8 _3 l; _2 F, G
- @move_state += 1 if need_scroll' T& ~( K( M# @
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
1 \4 N- q: L# _3 W G* G8 b - elsif mouse_row == -24 }8 Q, Q1 P! ~4 e
- @move_state += 1 if need_scroll
. {. [7 z. p+ D- c) _' _ - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand7 g& q8 z+ [: g
- elsif mouse_col == -1
6 s4 x, C K3 ~, a - @move_state += 1 if need_scroll# M3 s; Q; z1 r
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand: | P) ?; l8 t2 B
- elsif mouse_col == -2
7 B& z' @2 Q8 C e b } - @move_state += 1 if need_scroll5 _9 w; D# A/ b6 t- a
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
1 g5 t7 v/ N4 ? - else
/ f) |& t# B) }& W - @move_state = 0
/ Y+ ~8 ]0 i, z, f: r" J - new_index = (top_row + mouse_row) col_max + mouse_col
8 l; _0 o9 A! y - select(new_index) if new_index item_max && new_index != @index1 [" N N% C- E& G+ c& r4 j. n6 P; x
- end4 w& W2 S+ q D! }2 ]' |" B
- end% Y. c; I& \" q; `8 u: C) q
- #--------------------------------------------------------------------------
" o4 q7 D; I. J6 e - # ● 判断鼠标位于菜单的第几行、第几列
- T/ z+ e1 n; B, k. u - #--------------------------------------------------------------------------* S8 f- c3 j/ }' K0 d. [+ ^
- def mouse_window_area/ _- B, h. X! g$ {8 Y
- if viewport.nil # necessary!
% L( m& ]# w8 a0 Y% n - vp_x, vp_y = 0, 0
# A4 c1 {# D' T - else0 n( o. v+ m- a2 t$ Z& K& K0 {
- vp_x = viewport.rect.x - viewport.ox
6 D8 c3 }+ j+ L" w2 c8 P - vp_y = viewport.rect.y - viewport.oy
( E0 H0 S3 x7 p" G ] - end3 _! b) x3 F1 {( r6 }1 r
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y. ~& {6 U& k$ \
- item_x1 = vp_x + x + standard_padding ' E, ~* \$ }! K- U" h
- item_y1 = vp_y + y + standard_padding! a" z7 {, e1 C( N1 J
- item_x2 = vp_x + x - standard_padding + width! `, r) Z1 j0 n; q7 i
- item_y2 = vp_y + y - standard_padding + height
2 n& `/ ]! P+ S9 r4 U$ { - if mouse_x item_x1! Y, ]1 G$ R) K1 [4 n' U2 H
- mouse_col = -15 S0 @3 ?* q/ g8 I) t
- elsif mouse_x item_x2. F* I* Y+ n! ?/ o9 n
- mouse_col = -2
: T$ ?0 t! r% i: C. C/ k. q - else
. ^+ E0 b8 m# F) B/ Z - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)& ]8 D p, d7 V% ~
- end
# p" n: q n) s. D1 u2 H - if mouse_y item_y1! ^2 J) o; h9 u) S+ Y# t. u6 g, n) c
- mouse_row = -14 H, x. ^. T7 u9 b7 o+ Z, U% ?
- elsif mouse_y item_y2
/ l6 ~2 s+ W2 N5 o- a - mouse_row = -2
4 r3 {, j# h! |# C# { - else
9 C1 y$ t- Z) U- d0 ]" p2 V) b - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)2 n1 d* f; e9 S% u w
- end
4 N2 s3 l+ R" U/ V2 M& { - return mouse_row, mouse_col
! I" z+ M2 {7 {8 f* e1 A - end# E3 ^2 q+ ]3 F1 p2 m2 G6 v/ P
- #--------------------------------------------------------------------------! d1 \" O# N+ v3 V" |
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
# w e8 e$ x+ c* z - #--------------------------------------------------------------------------
: [$ G( |1 l) S9 Q: `* U1 n - def set_mouse_pos; o, l- U `# F0 n
- if viewport.nil # necessary!
0 X- l/ w7 y, z* W* U - vp_x, vp_y = 0, 0
4 ~# Q+ o, e2 v7 J F0 }% b - else2 X+ P/ g; _; M
- vp_x = viewport.rect.x - viewport.ox8 w4 Y; c) Q7 t' T. o* A$ o" d
- vp_y = viewport.rect.y - viewport.oy4 N/ z. t5 ? h% {/ C
- end( H: ?) o0 R0 f1 y
- item_x1 = vp_x + x + standard_padding
: ^) A0 r3 g+ L - item_y1 = vp_y + y + standard_padding% P+ }; C8 ^) b7 t# S* a6 r$ P) F
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
F4 o; g% z" T: R- [4 ^ - row = get_index col_max - top_row
5 q/ U3 R* H! C3 n9 X - col = get_index % col_max! o6 s$ ]# |& X& L
- new_x = item_x1 + item_width (col + 0.5)
7 c* f3 c$ n+ y! ~9 k$ o - new_y = item_y1 + item_height (row + 0.5)
5 j G: `# J% z4 z; I! ^ - Mouse.set_mouse_pos(new_x, new_y)
, X8 u, X X2 A2 n! b8 | - end7 b3 }+ S" Z' O/ Y; H: x7 W# B
- #--------------------------------------------------------------------------
! n6 n( @( S, `5 x, Y! R: R - # ● 判断菜单是否需要卷动' p% z( {4 N" Q8 ^" a' |
- #--------------------------------------------------------------------------
Y5 i+ ]4 E0 A" C3 a - def need_scroll& j }9 Z( k! v5 f) M
- item_max col_max page_row_max
* `8 l& z/ u" p8 M4 h3 i - end
0 F) l! p% ~/ n2 B5 ~1 }1 d - #--------------------------------------------------------------------------$ U4 N1 n. J( u' d* h3 v0 e7 O
- # ● 判断是否为水平卷动菜单
+ F% Z) P! i: t - #--------------------------------------------------------------------------0 g0 r1 P: P. Q2 u( D4 q
- def is_horzcommand
8 s1 H# e2 m. L6 t' O - return false
: e' C" H0 S* w4 q; U$ @' @ Q - end, u: N3 ?) y3 p- Q
- end# S+ [7 ?: G% s
% c- p7 y1 ~5 ~4 A w; L9 v- class Window_HorzCommand
7 H! Z. @- J' r" N - #--------------------------------------------------------------------------9 c9 {1 g9 S& M, N
- # ● 判断是否为水平卷动菜单7 e4 O% _% T K1 |6 p7 }" [
- #--------------------------------------------------------------------------
4 L( O4 M# \' A1 m( P( O - def is_horzcommand2 w: r7 S, l* j. G
- return true$ g0 z- u+ e' ~& Z1 M& Q- x& {' N
- end0 B7 A' d5 c3 |! I- C* ^; F
- end+ i/ r" l7 Y* O, t
- - G7 Z: M; x5 Q2 k
- #==============================================================================
! _) P6 z9 d# m u - # ■ Window_NameInput
w" v: S4 b9 w+ ` - #------------------------------------------------------------------------------+ k$ k- _ m. @4 i1 b0 [* `
- # 名字输入画面中,选择文字的窗口。, h1 Z2 g$ \4 A9 S
- #==============================================================================0 c& \7 N; e$ r- A3 U$ M( s
- class Window_NameInput
4 l: [3 Y% m( I4 u2 k - #--------------------------------------------------------------------------
7 M- i! C4 @( X1 ]9 [2 a. j, D7 g - # ● 设置列数 o: e; ~9 j- H
- #--------------------------------------------------------------------------
" ~0 @7 v, n+ ^ - def col_max7 ^( _! B& l; e$ E" @$ y
- return 10( o" q" p: I5 R9 T! M
- end
3 ~' L* W! @" p, V( `& O0 V - #--------------------------------------------------------------------------
: v8 l4 Z9 u# j( l - # ● 设置填充的Item个数
" {" Q" U8 r$ b- o: K& V - #--------------------------------------------------------------------------
9 n& Q8 w+ Q: J6 O. p - def item_max0 @% k9 Z. c$ a3 ^
- return 90# b/ w, r% u* F3 `
- end
) ?! i" q( C# T6 ~! y - #--------------------------------------------------------------------------
$ ^( D" }& K4 x2 |* V9 Y+ T - # ● 设置填充的Item个数) j/ @3 h0 `1 g, l$ G
- #--------------------------------------------------------------------------
4 k6 y' K4 \% Z" Q e - def item_width
- p8 }8 G, B% v' e - return 32
^) N8 B( W4 h+ L" e - end
9 A3 I- W g( L' Q* Z5 C: d - #--------------------------------------------------------------------------
, B* @: K Y; n6 e: m - # ● 判断鼠标位于菜单的第几行、第几列$ C% K! z3 p9 X/ k) @
- #--------------------------------------------------------------------------
5 [4 b: ?" H4 j9 n - def mouse_window_area
( k/ `) M/ V3 J# U - if viewport.nil$ }. P9 h7 F+ d* a# f8 x2 o9 k
- vp_x, vp_y = 0, 03 X5 D" d% z2 p* B1 z6 }! f3 s
- else
! c. S5 S9 E4 H& v) f" `1 J1 O - vp_x = viewport.rect.x - viewport.ox: X% V) M4 H* k
- vp_y = viewport.rect.y - viewport.oy
+ M3 u* T7 H) g) x" N7 h& c - end
1 l$ g1 w: T8 S# V/ _ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y' |& y2 M, j' n0 D( ~
- item_x1 = vp_x + x + standard_padding
; Z1 ~1 Q; F$ N - item_y1 = vp_y + y + standard_padding
; H& {( @1 i' w) e9 k, s2 H# Z' _ - item_x2 = vp_x + x - standard_padding + width: y* c7 @) r0 d* M
- item_y2 = vp_y + y - standard_padding + height
' s. B/ v8 ]( a4 _/ } - if mouse_x item_x1# @% r% s4 J9 a0 v4 n0 [) x& c
- mouse_col = -1
9 c' y( g7 \! R$ e% r - elsif mouse_x item_x28 N: s, [- k! @7 i) f6 S
- mouse_col = -2
/ b& R) S4 X1 W: p7 H. } - elsif mouse_x item_x1 + 1603 M5 f2 S5 J0 k% v
- mouse_col = (mouse_x - item_x1)325 O- I* {. S: t+ j
- elsif mouse_x item_x2 - 160
+ B, z% X: q; q/ k - mouse_col = 9 - (item_x2 - mouse_x)326 ?$ N% A4 V1 t" p$ Z/ i0 D& B
- else# W$ M' R, U ^; B9 N* Z
- mouse_col = mouse_x x + width2 5 4! p! V: w0 v' S: F) P
- end
$ Z3 [# x D! K7 {+ s - if mouse_y item_y17 |7 l' Q" Z( B; o! n6 B7 E
- mouse_row = -1
& W4 B7 b6 j- Y7 P) B' @ - elsif mouse_y item_y22 U5 J+ ~9 H. _9 d/ \! G8 k
- mouse_row = -2
; Y( e, V9 E, A% Q0 Q - else
; L ^+ F0 g$ _0 R+ i+ k- G8 k - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
9 F% l2 ^: r! m/ I7 K' A3 V5 G - end
. i) K( u( @( C( S& \4 e - return mouse_row, mouse_col
/ V3 b( `* M' ^; T6 e9 Y' h# J0 p - end8 v2 Q. _, Z! `* ^4 I$ r: L8 p4 ^
- #--------------------------------------------------------------------------# o+ a. @" A; g( z. m4 X4 t/ I ~7 g2 j
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
! ~4 X9 ^- b3 j: g0 {0 T - #--------------------------------------------------------------------------
1 R, D: P( t! Y - def set_mouse_pos
/ p$ U D! a2 D, n& K1 Y - if viewport.nil # necessary!5 j! ~6 V* v$ d4 {: s8 U' P
- vp_x, vp_y = 0, 06 o( @7 H# t* C, R, \% {$ g" f
- else
8 l2 @0 U. y/ l. c1 O) x5 k - vp_x = viewport.rect.x - viewport.ox2 f" ~+ f1 G! E. z6 G/ y# r0 W
- vp_y = viewport.rect.y - viewport.oy4 Q8 q& t# X2 I" m
- end4 e# R+ z, o J. y5 X
- item_x1 = vp_x + x + standard_padding ! F8 z/ P0 N$ f' S
- item_y1 = vp_y + y + standard_padding
4 O. g+ H$ |- T$ n, o7 H/ s - get_index = @index 0 0 @index
0 \% O. M9 n( u" M7 A - row = get_index col_max - top_row
: X. d3 E ~1 _ - col = get_index % col_max& z' z2 x$ a4 a7 Y+ Q2 ^0 d
- new_x = item_x1 + item_width (col + 0.5)
2 B6 `2 ^ F! m) b( Y - new_y = item_y1 + item_height (row + 0.5)6 Y( J# T3 b8 |0 Z* x3 f
- new_x += 14 if col 43 `9 K. T: t( ]$ f2 u2 C
- Mouse.set_mouse_pos(new_x, new_y)
3 {4 N! N5 a* j/ } A4 m. L - end
; p7 P, p" \0 K5 Z - end* U0 E5 C6 U5 ~
- + v" g( f3 D: y; Q
- #==============================================================================/ {; p/ \6 g# I* z- x$ ]+ {
- # ■ Window_NumberInput
7 g: [9 L$ \2 ?0 }$ P; u - #------------------------------------------------------------------------------( P& @; B% I! r) h- W3 f
- # 重写了数值输入的方法以适应鼠标9 W3 O7 H$ Z. h2 p+ A$ P( Z5 L
- #==============================================================================. a) r Q$ h. q: E' X# W3 _5 X: |
- class Window_NumberInput Window_Base' [6 r% ]; F8 _) C' B1 V# g a
- #--------------------------------------------------------------------------$ I! v2 U; ]4 v
- # ● 定义实例变量1 c# D# Z7 B- N
- #--------------------------------------------------------------------------; t l0 Z4 l/ D/ d" ]
- attr_reader extra_window
0 {! L3 n5 |8 d. O - #--------------------------------------------------------------------------
7 I1 [3 y& m- N q$ J. \ - # ● 初始化+ B9 C2 P; g" T$ ]
- #--------------------------------------------------------------------------
& M0 U3 d. Q& N a - alias sion_mouse_initialize initialize
" M6 q+ t1 d$ j+ M - def initialize(arg)
% ~1 F/ s/ g* M0 X - sion_mouse_initialize(arg)% Q1 s- n( y% E X$ k M
- create_extra_window d. J7 E) E, Z0 B1 x' [
- end3 A9 X4 X) D# u6 u8 f- i- T
- #--------------------------------------------------------------------------& E) D* d$ w. ?* d/ q
- # ● 启动
9 Z. ^" ?9 x: N9 L- o - #--------------------------------------------------------------------------1 J% _( Z o. ^% V4 ]- `
- alias sion_mouse_start start1 m s: T& t6 `! ]# N5 o8 h# v
- def start$ a7 J3 p |8 B/ b1 H
- sion_mouse_start
Y& }: D& s( ^3 K - deactivate; n% s, M# |6 G+ \) x) Y
- extra_start
; r& ~, I/ i/ } - end5 l/ G0 y( K/ f
- #--------------------------------------------------------------------------
6 I7 }" U: E; n$ ~# f - # ● 创建新的数值输入窗口
& G; j6 b- D2 W/ |8 w7 \6 a - #--------------------------------------------------------------------------
- V+ ?) \% t8 j% ^4 w; _3 p - def create_extra_window
8 G* y/ p4 |# u! z6 s% z - @extra_window = Window_NumberInput_Ex.new
* J2 W5 i+ R: r5 [; [% @# B6 i - @extra_window.x = (Graphics.width - @extra_window.width) 2
0 R2 @0 B. S7 ~+ s/ ]6 `/ t+ t- z6 j - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }. j+ ^6 X' R" v% _1 b2 q# p
- @extra_window.index_proc = Proc.new {n @index = n }& a& H2 `8 C5 h) m; Q" u* b
- @extra_window.close_proc = Proc.new { close }' l' F2 v8 N8 j6 _+ J" U
- @extra_window.refresh_proc = Proc.new { refresh }, f- F+ M$ Q) n, v# X
- end
7 T, J4 p) m) u7 q: n( c - #--------------------------------------------------------------------------
, ?9 b' z% L5 F+ i0 x5 D - # ● 激活新窗口 C) c6 s7 n6 O( q8 e5 H
- #--------------------------------------------------------------------------- u" d* d: ?5 b7 d) q; V ?# T; W
- def extra_start9 e2 Q4 } n. m4 M; R1 J7 Y4 | k
- case $game_message.position
6 g1 S" U- ]- f; C8 u# C - when 0; @extra_window.y = y + height + 4 c* h' q) z: @. H A; m) P
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
, C) Q7 T3 G, k6 S( B - when 2; @extra_window.y = y - @extra_window.height - 4+ t3 w6 @, X3 X# c
- else ; @extra_window.y = 8
# G+ c. h9 @) X u8 G6 L' d: S - end
7 L5 p9 |; ~/ p5 y9 Q! P" v4 y - @extra_window.variable_id = $game_message.num_input_variable_id
1 E, G S, w2 c- v$ C - @extra_window.digits_max = @digits_max# f: W- }! l0 a+ s
- @extra_window.number = @number
" Q# |3 R4 o* m( h3 l - @extra_window.open! m3 M2 }7 H6 m! {2 m
- @extra_window.activate
* y/ d- R+ r) r7 A* F7 u+ e/ E - end
9 w+ T' q! t7 x$ M, g2 @1 f6 V: V - #--------------------------------------------------------------------------2 U) q ~2 ?* B
- # ● 更新, G2 v; z% z& `: J% y; d
- #--------------------------------------------------------------------------4 n( r! }" y% |
- def update3 s P. i: u" R! |4 v
- super* | K1 N" s+ T* |- _
- @extra_window.update
- k9 U9 n4 D( Z0 J" C - update_cursor
3 O1 d; l1 a: m# c8 S! Q - end
. b9 K; ~% L. m4 x4 d8 c0 B6 ?6 H - #--------------------------------------------------------------------------
5 H* p" O3 \3 U- N - # ● 关闭窗口) m! t4 r3 v3 X( D5 N
- #--------------------------------------------------------------------------9 l. H8 j5 f! q6 a. A! N
- def close
3 d( l2 i6 F$ C, T* f0 F; e+ }% F - super
3 s( E% Z$ O+ E - @extra_window.close+ P: n/ z" P6 k) `9 W
- @extra_window.deactivate( A8 ~: u, ~( l: b: N9 z* ]
- end
* `) ?! p& O1 e7 P - end+ y. H4 g2 P/ Z0 \! l4 I
- $ @3 E. t0 c. p
- #==============================================================================! O2 R$ v4 b! ^
- # ■ Window_NumberInput_Ex
! V1 R5 W& F/ {8 n* ]/ {/ Y7 J - #------------------------------------------------------------------------------
: y$ u7 q" ?1 i4 S" A6 S; J; t) n - # 新的数值输入窗口(NewClass)7 Y" ^ K2 k1 Z' y! |% X( |# X0 w
- #==============================================================================/ f7 e5 H$ I( E1 a/ r. {
- class Window_NumberInput_Ex Window_Selectable
# P, b, W) ^2 L1 m. K - #--------------------------------------------------------------------------3 h9 v0 y/ z0 b1 `+ p, x
- # ● 定义实例变量
/ ]' o2 N' e& c W - #--------------------------------------------------------------------------' w8 o' u: ^6 Z: e' F1 I' I
- attr_accessor number_proc
' b4 n" s1 z0 H. \1 u* p9 K - attr_accessor index_proc
6 f6 m s% ^3 T - attr_accessor close_proc
% D, `9 F. R3 N1 C$ ^ - attr_accessor refresh_proc9 }' Q- t3 U( W0 i- O2 y8 u( S
- attr_accessor number9 Y$ O# E6 e( v/ X' r7 z
- attr_accessor digits_max- O! V. u4 P7 s3 Z: P3 t- h- d) b
- attr_accessor variable_id& m, f- U. f4 M9 m- f% R
- #--------------------------------------------------------------------------
6 q% c9 B3 `% o! C- Q1 q2 a M& [ - # ● 数字表
7 L h# ?( N7 b4 G9 ] - #--------------------------------------------------------------------------
, z4 x1 M9 O& d6 l ]1 r - TABLE = [ 7, 8, 9,
x' `7 y( B/ M# g# q0 V; o/ F - 4, 5, 6, w' S# U# v3 O* x$ K
- 1, 2, 3,
: s- ?/ P8 \1 K. H - '←',0,'确定',]
9 E& K: H. |) Y& d- B7 k - #--------------------------------------------------------------------------
0 S) F0 Q+ e8 P9 q+ E) B! S - # ● 初始化对象
; X& @5 E6 m0 P5 V3 k0 E - #--------------------------------------------------------------------------: _& H! P! w- J3 M6 f5 [
- def initialize1 r+ x2 Q' x# h* r0 x- D1 L" s; ^( n- B
- super(0, 0, 120, fitting_height(4))" Q- i" I2 f7 u
- self.openness = 0
, \7 Y% b+ |* [. A" f: } - @index = 0) @2 _5 ?7 S" ]7 c7 K
- @number = 0
4 D& X" J: ?1 A* C* S) O0 `2 [ - @old_window_index = 0) m; i# n1 w" Z _# D1 U/ Q, ?8 ^
- @digits_max = 0! E% z( ~/ h$ n5 e. ?5 B
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
; d" p& p9 ~; x2 z0 g - end$ s: f9 c, L3 x5 c3 F
- #--------------------------------------------------------------------------0 m. p) s! G$ O) D! p! Q5 ?& S' d
- # ● 获取项目的绘制矩形
, S9 V/ N1 h4 P. o - #--------------------------------------------------------------------------- n6 `; L6 b+ m: f6 \
- def item_rect(index)
: }- D0 k4 L1 y+ d - rect = Rect.new) G8 Q: b' q1 r! m5 J4 M9 @
- rect.x = index % 3 32
* r: I* t/ u/ |- e1 v) d. c" l; d( c+ [ - rect.y = index 3 line_height
1 p O$ v6 m) c; P# `: O - rect.width = 32
+ t% K5 v0 o7 l- `+ y - rect.height = line_height0 @: `* p/ d9 ^- F* g2 j7 h
- return rect
/ B& x/ y1 x+ \ ]( v& m, X - end
3 l3 }) [4 ]# s4 R' h - #--------------------------------------------------------------------------
* J3 T' t, C6 I4 z, ~1 |, I1 Z8 V - # ● 将光标设置到鼠标所在的位置0 C6 P i5 q7 c b
- #--------------------------------------------------------------------------
; u7 t. e7 P2 q8 ]1 \4 p2 | - def set_cursor: H: Y" y, A" N, }. h/ u
- mouse_row, mouse_col = mouse_window_area
3 j, P6 U; ~6 l. R - if mouse_row = 0 && mouse_col = 06 O# O8 ~# |& Q$ M
- new_index = mouse_row 3 + mouse_col6 p5 M* d- h* |+ y
- select(new_index) if new_index = 111 A9 t' R {4 s4 ?
- end4 j' y, E& e$ R% J$ v6 ~2 [
- end
1 i# A) C O7 V( M - #--------------------------------------------------------------------------9 C- q. ^5 }1 P+ _$ \
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列
, |* a) m, e. C& f - #--------------------------------------------------------------------------
% Y8 ^9 B1 R1 H0 d5 I - def mouse_window_area
( @7 ~8 {& }6 P - if viewport.nil
: a; v6 j$ f( ^4 j - vp_x, vp_y = 0, 09 T: O7 [4 C( k( ]0 `+ j: f
- else
, G4 Q g$ R7 ]" Q% a9 `" [: a - vp_x = viewport.rect.x - viewport.ox
; A0 m% o$ H* D7 p - vp_y = viewport.rect.y - viewport.oy
0 K2 ^6 n- c4 k) _/ H - end
$ I7 F+ x" ~7 ^ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y6 o0 M4 `: \$ z8 [* ?! N
- item_x1 = vp_x + x + standard_padding 0 ?) B& }& o9 p3 W
- item_y1 = vp_y + y + standard_padding
+ S) ?" M! r, p( I% u; n2 p- q - item_x2 = vp_x + x - standard_padding + width# u5 L- f& a" j! N
- item_y2 = vp_y + y - standard_padding + height
% a' R, J. u# n$ r - if mouse_x item_x1
) t% p8 p2 h! q- x - mouse_col = -1
* h, ?7 B# o' `. W. M9 q - elsif mouse_x item_x2
6 ?" Z9 _% K) j! v4 t - mouse_col = -27 B0 `, ?% _- S. X7 _5 ]3 A( R
- else G& D3 z6 U" b/ M
- mouse_col = (mouse_x - item_x1) 327 a8 a% g: a+ R
- end* U( m% H6 C) \1 U$ E- }
- if mouse_y item_y1! Y9 Q: K$ F) b9 g( z4 Y; t
- mouse_row = -1: p, r# h$ H3 w
- elsif mouse_y item_y2
- c- U- h" s- p, | - mouse_row = -28 \# _1 H2 r! b3 E* H+ j
- else
9 W s- \+ Q5 H* Y1 c6 S3 U5 ^ - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
' {, [* S4 B2 o5 m' S7 W8 R O - end
% m7 r; Y$ E% k& \6 ~$ v - return mouse_row, mouse_col
# |+ |* _) L! A; E - end
/ K. s3 x9 F" c5 Z2 g) X4 e - #--------------------------------------------------------------------------5 J+ \+ M/ b" O( l: r4 {1 ?% f/ r
- # ● 获取文字
4 W9 A1 o( ~/ F! F- l: ]+ t - #--------------------------------------------------------------------------
- L( F- x1 [. X) Z - def get_number+ S' Q9 U' i; x0 ~
- return false if @index == 9 @index == 11
, L( ~ f$ _+ e5 g - return TABLE[@index]8 s' I, t% E% ]: Z1 @1 K3 f! ^
- end6 t) m% g/ G; z* p
- #--------------------------------------------------------------------------
2 t: x$ B& {% i8 j( l6 K8 n6 n; ^. p - # ● 判定光标位置是否在“退格”上
7 z6 `6 }& J( F1 f - #--------------------------------------------------------------------------
* e6 |# Z x' `+ Z - def is_delete E1 u0 H; w7 J b
- @index == 9
4 n; L! l+ L1 W# k! h3 [ - end) P; H2 t" m$ l% l! x# a: W2 a
- #--------------------------------------------------------------------------
2 F2 ^+ X8 N! C1 |# n, }! N0 Y - # ● 判定光标位置是否在“确定”上; o, G/ w: J1 x9 ^% C
- #--------------------------------------------------------------------------& H k0 C% A% G0 i3 ?
- def is_ok! n6 [6 M, ]% U9 x; C3 m; M8 q; @
- @index == 11 _: E! T' `8 X% ?+ i
- end% J. [, A/ K# [) g# x' z! G
- #--------------------------------------------------------------------------
. w+ T) C6 n2 S7 {7 N% [. F- L - # ● 更新光标$ G( D+ }# G8 c; q. m! Y( c
- #--------------------------------------------------------------------------
7 k! L0 d' ^( V9 A0 z# C$ i. z6 e - def update_cursor1 ]. @+ b) c; D5 C3 K) l
- cursor_rect.set(item_rect(@index))2 s4 r2 M) u+ h4 o- i/ r/ U! u
- end4 z- Z- F7 g1 [5 D }+ Y
- #--------------------------------------------------------------------------
! R$ ?2 z& D. I8 a) Q1 i - # ● 判定光标是否可以移动9 N1 n7 Y$ L1 ^6 w* ?; P
- #--------------------------------------------------------------------------: v& ^" w9 f5 s5 B
- def cursor_movable
+ h- \" z, F: k/ A5 I - active
; M6 S5 H) O/ j7 [ - end
9 J; e) h* |) {& F8 x! h" F3 O - #--------------------------------------------------------------------------, R# _- m& S; o! \0 K# V
- # ● 光标向下移动
$ s! q1 y' i, j& l - # wrap 允许循环
?: b! e9 a# V: Y+ n+ o; g: k - #--------------------------------------------------------------------------
/ u# {6 D# b+ ?* ]2 Y" D0 X/ q - def cursor_down(wrap)
% Q$ J; T1 v6 i6 l* V; s/ Q/ B& } - if @index 9 or wrap
2 `8 H( K+ }8 s7 h; c - @index = (index + 3) % 12
, z$ ?. }5 z& n7 H% { - end
& j( [* o7 i/ G8 ^. A - end
) \" Y+ ?4 }& D6 | - #--------------------------------------------------------------------------4 P x/ [1 v+ F5 h, C) U
- # ● 光标向上移动
5 Z: a0 e+ ]. Y8 v5 l/ o' T) G - # wrap 允许循环9 Y3 y7 j- C. P! j
- #--------------------------------------------------------------------------
3 C' o [& F( X0 V+ J2 M5 s7 f q - def cursor_up(wrap)
$ R& w* d6 T2 ~- o R7 \ - if @index = 3 or wrap8 C% m1 V- M0 V% D: m" f
- @index = (index + 9) % 120 X8 m1 p2 Z3 P; M
- end
, z% E$ p$ o9 e0 k5 V* ~ - end
. j2 b+ z. J0 ?* _- n& Y$ Z0 N - #--------------------------------------------------------------------------6 `+ U! w5 O; t' w+ N
- # ● 光标向右移动( |& p7 W/ d% ~4 a( c( C
- # wrap 允许循环8 N" C8 I# }7 J/ ?
- #--------------------------------------------------------------------------
2 r& u; f7 L. h" \; G- Q' [: n - def cursor_right(wrap)6 ?$ S+ G& s+ M6 ^ p
- if @index % 3 28 d+ t8 L2 k$ b. w
- @index += 1' \. [8 I; e: t+ l9 t
- elsif wrap
6 p- L2 p& \1 @9 {# p' x - @index -= 2, U4 G$ e6 L! ]6 D" B. @
- end
( P4 H* s% [2 z7 c - end5 c J- i) }" y" {4 G
- #--------------------------------------------------------------------------) U8 k3 X. J0 d& G7 [- p
- # ● 光标向左移动
n" O, Y1 R1 t2 p - # wrap 允许循环
) A7 T9 p: f4 ^$ P0 q - #--------------------------------------------------------------------------
) ?8 o% J0 m7 P: A% G' y- [ - def cursor_left(wrap)) q4 L! w' J, ?$ d& G' g
- if @index % 3 0
$ V9 K" l/ n% h* n9 X! d - @index -= 1
7 o4 M* z" q* X8 i - elsif wrap1 c' ?% L9 |: u$ m
- @index += 2
# ~( P8 p& \9 _' J3 a0 I: Z1 ` - end
0 J1 X3 x3 D d4 ^8 P0 Q) H - end6 @; ~# n; y$ g' s/ G3 r
- #--------------------------------------------------------------------------! \. i0 e* S* v- F5 c& Z
- # ● 处理光标的移动/ Q9 W" _ v% n1 S, l1 H: a- m
- #--------------------------------------------------------------------------3 p J% d7 C2 P$ e) t% V5 Q
- def process_cursor_move6 i, h* a) N- ?6 N
- super- s9 K0 g6 k8 ]8 T! i- `( J
- update_cursor
; K' A ]' T/ C, Z: V- P+ ? - end2 Z$ j! G4 K- t! v
- #--------------------------------------------------------------------------( u5 b- t* w# ^- [8 k4 W- Q* o
- # ● “确定”、“删除字符”和“取消输入”的处理/ W9 ?' I) W. s+ [
- #--------------------------------------------------------------------------
) f0 j/ l3 q/ z: ^- X - def process_handling& N1 f# \% a% H- U7 M
- return unless open && active6 a% E4 E" v; h9 G- T5 Y
- process_jump if Input.trigger(A)
- n, g( I' z% f - process_back if Input.repeat(B): h' v3 }2 q" ?% w; o$ ^
- process_ok if Input.trigger(C)
8 d% f0 X5 O9 E' f7 B - end' d2 V8 `+ u, `% A9 Y* D$ Y: V
- #--------------------------------------------------------------------------9 h% W0 ]- H& x, J/ {
- # ● 跳转“确定”2 d' F2 f; u, \2 S6 @3 ^
- #--------------------------------------------------------------------------- s" [5 {; C. ] Y! C1 r
- def process_jump
2 e1 x2 \# a/ Y0 d - if @index != 11. z% ~6 u2 n# H6 l. ?, G: V
- @index = 11
. O5 f# |6 U) L& H3 V - Sound.play_cursor# g- [6 R. t3 H" u. k/ r8 H1 F
- end5 i6 d8 @7 _6 E8 e. J
- end) S7 t: h8 L( y3 L5 X9 g7 K2 p
- #--------------------------------------------------------------------------! H: L# q. I5 F4 g6 A+ O2 {+ n
- # ● 后退一个字符
! f' E3 W* h- B' ` - #--------------------------------------------------------------------------' t8 k7 K5 y9 I: x4 V3 ^
- def process_back
- v1 j) D, q) v/ l - Sound.play_cancel2 F- t* l; B# _* f
- place = 10 (@digits_max - 1 - @old_window_index)2 K9 f: Q4 U; C% D/ r
- n = (@number place) % 10
0 k; Y" `( n/ m( M - @number -= n place X" E( V6 W& W& c; b* O, `
- @number_proc.call(@number)0 r% q' f; F4 K6 H! g) a9 ~
- @old_window_index -= 1 if @old_window_index 0
7 _- I. q7 ^" Q! l8 {: w& ]2 ]6 G1 _" [ - @index_proc.call(@old_window_index)
3 E- n2 _4 B6 t) g+ b r - @refresh_proc.call9 ~& _# ^7 e0 p( b
- end+ O4 _% N4 v8 K% V5 M
- #--------------------------------------------------------------------------
; v! x3 s3 h4 z - # ● 按下确定键时的处理
# I T2 D* g4 K5 O: C/ Z - #--------------------------------------------------------------------------
; W$ m1 l& `- y - def process_ok
, K$ G, H9 E8 x+ F2 V3 Z - if get_number8 K: C+ w8 v4 G6 |
- Sound.play_cursor
1 j4 z4 K0 U3 m, X - place = 10 (@digits_max - 1 - @old_window_index)% c% z2 n4 R ?
- n = get_number - (@number place) % 10
# y) {8 Z* P( d, N3 z; a3 _: u - @number += n place/ b I3 H9 v! Q1 {% d& O3 Z! Q! b
- @number_proc.call(@number)
/ E) n, \! t% z- ?8 T2 g$ E8 E - @old_window_index += 1 if @old_window_index @digits_max - 1$ P( V4 D5 y& Z) N2 O; K
- @index_proc.call(@old_window_index)
# i3 w: R4 y' ]& d+ {6 k - @refresh_proc.call
) P. L3 ]" t) X* n9 z - elsif is_delete
1 b# Z0 B/ a8 g) O9 V0 i0 Y - process_back8 O; _# y0 q7 J+ ^
- elsif is_ok
: U2 r" u4 M: V- M+ L2 @9 r9 e! v - on_input_ok
' O, E+ K5 _( T/ Q9 H0 z - end
% G& @3 E% O0 F# T7 l. T" p" q" _! K - end
4 `# J! e- O" v - #--------------------------------------------------------------------------* Q: S; E$ j2 S( W7 U$ N. ?
- # ● 确定
4 W0 g6 f7 Z$ `- w. z) ] ] - #--------------------------------------------------------------------------
6 a8 h8 ? R6 x8 e - def on_input_ok; O1 m# b4 |" e5 Z: p
- @index = 0$ w! Z# Q" S7 B: B. z
- @old_window_index = 0. p9 j* X& E# V% Y+ S3 ~
- $game_variables[@variable_id] = @number
9 n4 ]% A2 l: _- c! ]1 P+ m - Sound.play_ok
( o: K% r8 g4 d# C4 m - @close_proc.call
" N" ^+ |3 m/ s8 L" B! ^+ o) X - end0 f: U r P' ^# K' n( l' c2 T, P
- #--------------------------------------------------------------------------) |; j( i. i1 h: W% e" e. P
- # ● 方向键移动光标时将鼠标移动到对应的光标位置% q: D. W9 ~0 {" D- ^0 F4 @
- #--------------------------------------------------------------------------
! `. \* n9 X% y8 v! T; t* Z4 M - def set_mouse_pos8 J" N) y( E& m/ A+ g+ d
- if viewport.nil # necessary!& G8 T$ ^: r2 U4 N; o
- vp_x, vp_y = 0, 0, k& g# J' j0 t. u U- b" d
- else; c# k: O( i1 v7 e1 O
- vp_x = viewport.rect.x - viewport.ox
+ R4 e( _1 S& o - vp_y = viewport.rect.y - viewport.oy
/ u0 o; a _0 H+ i- E& o* Q/ b2 j - end
S. Q* [0 Y* e/ _5 l/ Y' O. P - item_x1 = vp_x + x + standard_padding
& Y* p" S9 `* Z7 O2 ]3 b- v8 A0 Y - item_y1 = vp_y + y + standard_padding8 u7 w- t. m8 m" s$ e" k$ b- }
- get_index = @index 0 0 @index ! P! S' I: ^7 a+ W" z* t
- new_x = item_x1 + 32 (get_index % 3 + 0.5)
7 D ?: W6 @4 B' @! g - new_y = item_y1 + 24 (get_index 3 + 0.5)
9 x/ R0 J6 e5 ]+ w% A/ ^0 B0 ?1 U - Mouse.set_mouse_pos(new_x, new_y)" `# l# `1 ~6 l2 Y; K& c4 w4 Z& B
- end. G8 B! }. f' {2 R( D
- end) A3 _& z* ^ A$ H2 Q' S
- @" o* d9 U7 G% Q9 f) y- #==============================================================================& h" E. S% B" k. [9 \
- # ■ Window_Message) a- @' r" K. ^
- #------------------------------------------------------------------------------' _6 t5 m0 H: y2 {
- # 显示文字信息的窗口。
- _* X) }/ f3 V n9 { - #==============================================================================
/ y" }/ s5 }+ x7 a& w# c0 v - class Window_Message Window_Base
+ D1 ~& ~2 ]* N# S - #--------------------------------------------------------------------------
3 [1 c, ~) V4 A3 d - # ● 处理数值的输入(覆盖原方法)
/ c! p* ]4 Z+ v' Q - #--------------------------------------------------------------------------
" B3 s0 x* i5 r: O0 ~( c - def input_number8 d3 \6 k! O6 U6 ?: h# c
- @number_window.start: J8 q- q$ ~# V @. |
- Fiber.yield while @number_window.extra_window.active, o9 r4 R, j: Y$ `& Z/ _5 Y# s
- end
: M3 w! F; m. E6 u) w5 A# d) J/ J9 B - end) m5 `. u! C0 M3 @% X& q! {: R
8 n8 G6 z; K6 V) |1 K* ~- #==============================================================================, k( l$ K& E% t$ o
- # ■ Window_PartyCommand$ E$ h2 k, f9 Z/ j& K! s: u
- #------------------------------------------------------------------------------
. A) B' h$ Z% m# a5 m- d - # 战斗画面中,选择“战斗/撤退”的窗口。3 I2 M% x6 G7 z3 j/ n4 M
- #==============================================================================) G' p; t) T$ ~/ n4 G: W- t! K
- class Window_PartyCommand Window_Command
, r5 w% n( e' G+ x- F, F - #--------------------------------------------------------------------------
9 _- W% c* [% e" H3 T! C# V - # ● 方向键移动光标时将鼠标移动到对应的光标位置
' d4 x* ]6 d' B% T. p - #--------------------------------------------------------------------------2 U* A0 q6 D' Q
- def set_mouse_pos) y1 W& s" H' B$ s7 W" k* e( {
- if viewport.nil
1 l5 v/ N' i/ R4 s - vp_x, vp_y = 0, 0
, ]/ a6 z8 d" I2 G6 } m8 ] - else- T) u5 K& a c) R
- #vp_x = viewport.rect.x - viewport.ox/ B3 u5 Z+ e# D. {5 M& v! E
- vp_y = viewport.rect.y - viewport.oy& k" Q0 N5 l+ ]
- end
: y( G7 f2 O: a3 y9 G5 N5 x - item_x1 = x + standard_padding
, m$ Y$ f4 b; D3 P* l1 { - item_y1 = vp_y + y + standard_padding" y' M K) q1 e' b; W# q
- get_index = @index 0 0 @index
# o, L% s) {8 g/ d! X - row = get_index col_max - top_row- h) Y1 ?& v4 `# l' C
- col = get_index % col_max/ b( U. y+ J. @! o k
- new_x = item_x1 + item_width (col + 0.5)
* J- N1 N0 u) r, t# n - new_y = item_y1 + item_height (row + 0.5)
0 w( h8 i/ C) D/ {& l - Mouse.set_mouse_pos(new_x, new_y); y% C- C8 e3 ]6 r; ~
- end
, h$ A" l8 o9 ?. r1 u6 O' e3 w1 b - end8 v8 F$ E( g- C. M( W
; ]$ p3 U q& _. q2 _% Z. p. _- #==============================================================================+ p# h9 O) R) {) f9 M% p. I
- # ■ Window_ActorCommand
$ v3 f' {* W- O1 `# s( D - #------------------------------------------------------------------------------! W, T4 \- N( g9 n* R9 b/ f/ h3 \9 U7 m
- # 战斗画面中,选择角色行动的窗口。' o$ ]6 ~, R! F% t2 e7 z; S
- #==============================================================================0 b( w* F: s& l9 m4 m+ E b) e0 }
- class Window_ActorCommand Window_Command
) p/ b% z. O& Q8 a+ m0 P - #--------------------------------------------------------------------------
. p, _! p- I/ R- L# o$ Z. C% f - # ● 方向键移动光标时将鼠标移动到对应的光标位置
7 g; F( s7 m* W! M4 v - #--------------------------------------------------------------------------) {1 s4 I5 O' T" m Y! j
- def set_mouse_pos
+ n* n, d; B4 @) B/ \- E3 d - if viewport.nil
- c0 V# W! P& v. a - vp_x, vp_y = 0, 0- N( l2 e0 o; ^3 b
- else X$ k( K( s4 p V6 t4 g) L
- #vp_x = viewport.rect.x - viewport.ox. `* u7 h- j$ \$ W. U. _2 s
- vp_y = viewport.rect.y - viewport.oy
: a' S3 V6 C4 \! D$ Z7 v+ ~3 j - end0 t, {) h6 X) k3 Z* T
- item_x1 = Graphics.width - width + standard_padding
5 m2 v4 j5 m! k0 b3 q - item_y1 = vp_y + y + standard_padding) M3 c5 }( k5 t& `4 n+ s
- get_index = @index 0 0 @index - w3 L1 P8 U. P2 E
- row = get_index col_max - top_row3 G4 o' _7 Y3 l; Y
- col = get_index % col_max: G& {$ R# h1 t$ T! z
- new_x = item_x1 + item_width (col + 0.5)
) v3 Y1 N3 ~' b' Z8 F4 O9 X: y - new_y = item_y1 + item_height (row + 0.5)
; I* l! `4 q5 h& f* m% n' m% t - Mouse.set_mouse_pos(new_x, new_y)# o+ a! U+ U7 L5 K& q. p9 Y% R
- end2 i& g" c7 D0 f- P2 U
- end
6 h" Z! q4 f! ~! r - % d7 C* C8 U- F( J
- #==============================================================================
4 {, p6 F. n1 | l - # ■ Game_Player
8 i3 n1 v+ l" r, m( C! M - #------------------------------------------------------------------------------/ a3 p. q& s6 H7 i3 F) J, _
- # 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。* D- O1 u- e/ \. q4 E6 S# b
- # 本类的实例请参考 $game_player 。& a0 P* X- [+ N/ |
- #==============================================================================" v4 ~9 c# p& z
- class Game_Player Game_Character, N( e) o4 q! r& y2 z) p2 T4 z7 k* s
- #--------------------------------------------------------------------------$ o- T" l1 ?6 S2 k9 l
- # ● 由方向移动(覆盖原方法)" O" Z' S# w8 [4 P+ K0 P
- #--------------------------------------------------------------------------
2 o s$ Z' [7 `7 J - def move_by_input
' f$ O1 [# L. A4 p/ w/ v4 _ - return if !movable $game_map.interpreter.running
, { ?5 e& U6 ~' d) `) @: ~ - if Input.dir4 0+ R9 v; `! |! i
- move_straight(Input.dir4) / y5 U P8 H9 f/ H6 s
- reset_move_path
! Q0 B3 [: C, ]2 s0 c - else; |& j) `/ L( M) K6 g. m% s
- move_by_mouse& k3 `: M/ [4 f0 ]
- end
" [7 E. C! I- F5 V - end, U. v. v& l5 S( \" P6 G. r5 y
- #--------------------------------------------------------------------------
R& A* N( g0 \0 I$ u$ S* |9 r - # ● 非移动中的处理(覆盖原方法)' P$ y# p5 x% H2 x
- # last_moving 此前是否正在移动0 C( [: \' A& @; N
- #--------------------------------------------------------------------------
) Q Q" a" J, z% c K - def update_nonmoving(last_moving)6 Z3 R" _3 v& a; r0 x' v q
- return if $game_map.interpreter.running
- z+ O/ c1 U3 D4 R3 `2 o - if last_moving1 M |7 |/ j8 |9 S: \* [
- $game_party.on_player_walk" D4 u8 r" L9 Q
- return if check_touch_event# |. z* z/ G" Z
- end. ]; [2 y8 h# ~, O
- if movable && Input.trigger(C)4 q! n& V6 N; _& T6 H
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换0 Q/ ?6 y- P1 x, n' O& I
- return if get_on_off_vehicle0 G8 b8 W+ J" A
- return if check_action_event
0 u# K, p' z6 Z1 T% T, B. l - end
) c. J4 z: w& o) ?+ d7 T" u9 I - update_encounter if last_moving0 e: E- Q8 E! q8 a
- end2 }5 r3 ^8 B* U. l7 K, B
- #--------------------------------------------------------------------------
* A5 F1 F( E) P. T, n9 g - # ● 判定是否跑步状态(覆盖原方法)
7 b; I5 k# V$ W" [, t - #--------------------------------------------------------------------------
" m3 A6 q" g2 u }6 B - def dash( b% c8 i2 A6 m
- return false if @move_route_forcing
L6 i) p$ s! | - return false if $game_map.disable_dash+ d S" p- N; g: I
- return false if vehicle
! Q7 o8 g8 A' `$ y* |) t2 d - return Input.press(A) @mouse_dash
( d3 v- V' h' O; R5 L6 B - end
- ]: e2 A. A3 t2 L4 a - #--------------------------------------------------------------------------
0 T7 W0 W7 d7 n& O+ t - # ● 初始化
( R* Q Y. ?6 P3 G! m+ \8 a9 D1 o - #--------------------------------------------------------------------------
- s6 D! F& j; Q c- G# i% J - alias sion_mouse_initialize initialize/ v Y. [- l! M% A& g) X8 y
- def initialize* l! J) Y0 k e1 I( l
- sion_mouse_initialize8 x$ ?2 Z8 `8 S/ J9 s
- reset_move_path
7 t; } u0 }; v: a - @moveto_x = 0. \+ _ ^6 J8 }4 _
- @moveto_y = 0
7 \; {1 Q0 O) D2 y* J - end0 ^- |; t+ {* n
- #--------------------------------------------------------------------------. i7 A a/ u3 f7 o3 @! a
- # ● 更新
: U7 A- l9 S5 }$ h2 ] - #--------------------------------------------------------------------------3 f. _5 H) F @* E; x
- alias sion_mouse_update update
5 S; k& G+ o. ^8 ~3 e - def update. ^! B# C4 j A. M% ?$ i* {4 I8 t
- sion_mouse_update+ C! d$ o4 K: j
- clear_unreachable_sign
1 T! u/ G2 y: P! a/ L) ~ - end
- F c0 Z7 x: n7 n. x - #--------------------------------------------------------------------------* M+ A" i8 V8 p/ O. X8 U: _
- # ● 处理卷动( f8 [$ L! \7 d9 N2 `2 x- V5 S" f
- #--------------------------------------------------------------------------8 ^( W3 N- u- A! g4 S8 m7 @
- alias sion_mouse_update_scroll update_scroll1 U I9 b: A- E/ z
- def update_scroll(last_real_x, last_real_y)8 |& o9 f0 a |0 w
- return if $game_map.scrolling
3 E) _ c+ k+ [- {: k - KsOfSionNew_Scroll new_update_scroll : }9 V# A5 o8 W" @4 g7 |2 [: S
- sion_mouse_update_scroll(last_real_x, last_real_y)
8 V" p) i: o, j7 D* Q - end
4 x+ { t3 f* v - #--------------------------------------------------------------------------" x$ I8 }' A; H' s# `
- # ● 重置移动路径相关信息
6 j3 j, d5 B2 y) _4 _ - #--------------------------------------------------------------------------
5 S1 n8 @% U& P( E" D, } - def reset_move_path
9 }: d* D' A) E+ i - @mouse_dash = false' z* z: f: q4 z! m
- @mouse_move_path = []
- d- [- j |9 B8 v3 ?# @ - $mouse_move_sign.transparent = true
; K# S( k! E+ o1 \# n7 R - end3 Z, X' ~; W/ u+ g/ y& \
- #--------------------------------------------------------------------------
3 O' u1 R. E1 w- O: h# N7 Q* ] - # ● 新的卷动地图方法
7 y2 G3 ]: ~, w4 r - #--------------------------------------------------------------------------) K' Q- @6 e6 b, }
- def new_update_scroll
$ a8 _1 ~, E+ u. I% b - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width0 a I% N0 ~7 m. q4 }2 O2 r) R
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
0 E9 C! m( D( F( [ - ax = $game_map.adjust_x(@real_x)
6 N2 L: q" k0 q. B g) y4 `" @ \& A - ay = $game_map.adjust_y(@real_y)1 n4 D& ~) A- Y
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y" ]/ R! M4 J4 P6 c
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
! V# ]0 Y1 K+ R3 Z5 r* ?5 G - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
% p) r; v2 R" g - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
# f4 t" E$ Q9 q8 A - end
/ h6 [) g- j& i! F" i1 @$ f - #--------------------------------------------------------------------------
% p& S) l8 u( F5 t" _: [* H; i - # ● 消除不能抵达图标; I* \( R1 Y* O, I3 l9 c4 z$ U
- #--------------------------------------------------------------------------( p, f0 I: T; h/ g2 [) x* M
- def clear_unreachable_sign
5 l# M: o7 h3 s! N" Y - return if Mouse.press(0x01)
' V9 F4 h% E1 g; |5 I - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
1 \4 N+ V$ I+ R" K" `3 Z, k$ W - $mouse_move_sign.transparent = true2 ?3 V% j: O7 j% B/ {/ {6 w: J
- $mouse_move_sign.direction = 2
1 K6 }7 J& p, x- P. `0 D9 j - end* v2 c! W2 q0 H4 P! G1 m* H5 c0 q
- end, C. U6 V/ Y. z, B2 R, U5 }* b
- #--------------------------------------------------------------------------, A$ }) o" `. h F2 c1 o
- # ● 由鼠标移动) Z; ~) ]1 }5 Y
- #--------------------------------------------------------------------------3 ^' e, Y R, f4 V+ Y) _* `2 g! }
- def move_by_mouse
0 w2 n. k0 v$ S. ?5 G) y - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
5 G/ {# d& i" _+ `" Y# F - dir = @mouse_move_path.shift, q8 [0 |& U6 m) t
- if passable(x, y, dir) && !@mouse_move_path.empty
; P! u5 b, o% D% N - move_straight(dir); R% c8 ?$ n: U+ f7 t+ G$ }
- elsif @mouse_move_path.empty # 判断是否是最后一步" g) | O/ I3 A; r6 n, O
- x2 = $game_map.round_x_with_direction(x, dir)4 [9 F$ ]: g; P7 j2 n; G" a
- y2 = $game_map.round_y_with_direction(y, dir)
+ Y/ H/ G+ E) F+ |/ w - move_straight(dir) unless dir.zero
, L) z# e* s' }0 x6 g - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具% o. R- u4 v9 {1 g/ K$ _- Q
- check_event_trigger_there([0,1,2])! }7 g, Q" w$ A$ u: C
- get_on_off_vehicle unless $game_map.setup_starting_event' X' q: K1 e& L0 h1 K
- end
+ A- X/ [# T( y: B+ V# S - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
! B9 [) y2 L9 Z3 \ | - @mouse_dash = false6 y$ x- l8 m& g: u9 ?+ L
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点! X1 A3 f6 K5 r. Y4 U
- @mouse_move_path.shift
/ j+ Q) o9 {- l8 A5 X - @direction = dir
* t9 _ ~% }7 d+ \ n - @mouse_dash = false
* N- g" ]9 t7 I" W7 \) I$ o - else
2 g9 Y5 a9 {: ?3 p7 x - draw_move_path
6 c- V3 b' t5 ] C$ I( B - end
1 r/ b! m6 j% H3 i# `4 S - end
7 @$ u5 g- m* a j- R* S# p - end
* N5 @1 v9 V% F' L - #--------------------------------------------------------------------------
8 y) J+ N% m$ `" ?5 I0 U# A - # ● 地图界面按下鼠标左键的处理
2 n: j/ m. ~2 | - #--------------------------------------------------------------------------
4 I/ Y: }% R' ~ Q. b: e - def left_button_action& m$ i3 ]1 x" w; s
- return if !drawable $game_map.interpreter.running
- h5 C( V1 d! R1 @* _6 d( y) p - get_mouse_pos
8 I/ w( F/ d# p7 g9 ? - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
# y9 z* v) L" J4 _$ p( w - if @shift_event
% \( w2 X2 Q' T8 b - if Mouse.trigger(0x01)
( O2 s5 `7 p" ?; a - @shift_event.jump(@moveto_x - @shift_event.x,4 S, i1 z% _; T5 o6 k
- @moveto_y - @shift_event.y)7 J/ i8 h. ^' v2 {; h
- @shift_event = nil$ _! f- e/ E4 N" o6 i
- end: u1 w! n4 X* p' ?& g
- return8 q: P4 m, k0 X& {' Z& Z
- end+ l( @( S. w) C) M0 A9 I8 i
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
2 _$ N7 r8 H0 ?4 j4 c9 l, G - return if moving (vehicle && !vehicle.movable)
6 k, ^! l" x# V - check_event_trigger_here([0]) # 判断是否触发重合点事件
) K0 r5 y; U! h - get_on_off_vehicle if !$game_map.setup_starting_event &&
7 `- a4 u4 y: _- [! Q3 ? - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇( Y6 F. P; S: B- Q! p6 y# [
- return
$ M9 U9 B( S; f- A - end: ~& ^# `1 R+ R/ A2 r7 {5 S3 t0 F" A
- # 判断是否用鼠标启动事件7 D( E" ?3 ?( l( F, a
- $game_map.events_xy(@moveto_x, @moveto_y).each do event1 e' c7 n( b% ^
- if event.mouse_start
3 ^- D* O; F0 }" d1 \1 g7 ` - reset_move_path
9 X$ l0 o) e8 A% _+ w - event.start if Mouse.trigger(0x01)
5 `4 @# H: w/ L* \& j$ b1 {! W4 Z - return
" P. X- d' X0 U: r- c - end
5 V: L) E' v5 T7 S. | - end
6 Q8 Z2 h6 l2 A; X4 z u - @mouse_dash = true if Mouse.double_click # 双击冲刺
7 D6 o; G- S. r! @0 w# U8 ?' [ - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
$ q% j! F$ ?/ s& v - for i in 1..4 # 判断目标点是否为角色周围四点0 {( X u% B* N
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&: D) F/ U$ E4 @2 d8 d% o" P
- y == $game_map.round_y_with_direction(@moveto_y, i 2)
; A `5 ]6 M9 S& G, ^ - $mouse_move_sign.transparent = true
. L0 Q; [" R/ t i! @ - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
3 ~9 l( j! e: N' y5 K9 ^, V8 j M - return; end0 C' X2 O! L' Y- r+ H
- end& a5 k: |: s$ ~9 ?
- draw_move_path* n, \$ N& F0 c6 ~3 }
- end3 ~; X; `6 U I! Q( Z0 e" ^
- #-------------------------------------------------------------------------- F5 `, M0 b3 \1 U8 X: P
- # ● 取得鼠标处对应地图坐标点
/ Q) z1 _: i, F+ Z! J3 p/ @. Y5 P* `( s - #--------------------------------------------------------------------------* F# P2 `1 ?% R6 p6 {. f) s
- def get_mouse_pos
3 F: ?& q# u2 e - $game_map.get_mouse_map_xy: t$ y! g6 A/ O
- @moveto_x = $game_map.mouse_map_x
- s* V' k2 J5 _! r4 } - @moveto_y = $game_map.mouse_map_y
+ N3 u3 m. T4 E4 N- k) J | - #mouse_x, mouse_y = Mouse.get_mouse_pos
- ?3 O0 m5 O3 K. i) g/ K! M - #@moveto_x = $game_map.round_x(x + (mouse_x -
9 F4 O! F4 q7 B- P& d% ] - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
5 K2 F4 e; j; x - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
+ f$ `3 V* R; O3 d8 h - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)4 _7 t+ u& c# g8 w2 D
- end* H4 @, |4 ]4 I% U6 S
- #--------------------------------------------------------------------------
+ M- d8 r/ e3 p7 k6 }/ t4 {5 x1 n - # ● 绘制移动路径 @array[move_directions...]
$ p+ Y# U* o( w) L* e - #--------------------------------------------------------------------------( p1 g6 a9 d5 Z5 f: i* i
- def draw_move_path
( i' n- o% z, w - #temp = Time.now9 X7 J4 B H ?' n% k7 b
- case @vehicle_type
/ m# {) G0 Y0 r2 I" v: E+ w - when walk9 D' t, y" k/ |6 i/ O2 r
- draw_walk_path- L0 l' J/ { A: _4 r
- when boat. D0 ~* q& _& O N0 _1 U
- draw_boat_path
8 m- ~; j0 U- z/ f5 D% R - when ship
N# X8 p+ s% p R4 Y, a! l% r$ E - draw_ship_path
+ X8 }9 C# N8 |$ A - when airship+ D3 f7 D7 q2 K6 H' C' q
- draw_air_path
5 w/ C; D7 Y: M, u9 r! O5 z - end
- Z) w! [& Z/ S1 Y' j/ P - #p (Time.now.to_f - temp.to_f) # 测试效率
6 P+ ]9 }5 c; V& \/ m - end4 `/ a: n. O. [" x- X
- #--------------------------------------------------------------------------
% E& q) f! }8 ~1 T - # ● 判定是否可以绘制移动路径
' d) I, J$ Y+ b( `3 {) {9 T - #--------------------------------------------------------------------------7 P' k& a5 y2 Q# S B2 S
- def drawable
H$ [5 m+ y: U* B$ x+ |3 Z ? - return false if @move_route_forcing @followers.gathering
9 ~4 t+ R! q+ R% G: M, ^ - return false if @vehicle_getting_on @vehicle_getting_off
0 j: {! Y& n" w" O @8 `( W, w - return false if $game_message.busy $game_message.visible- H' x: j1 c& z* }# s7 w! P
- return true
; _: L; e L7 J, b: o - end0 o. w- u$ s1 U$ l$ Z
- #--------------------------------------------------------------------------9 m O* x) c* T2 ~3 ^4 u. m
- # ● 绘制walk移动路径 @array[move_directions...]1 N3 F, y _1 |& T
- #--------------------------------------------------------------------------! H' f0 J7 S' S# g! A% F
- def draw_walk_path- v! m3 _1 @ U, s5 C
- # 准备绘制路径表格* s: a* K: y6 m5 C/ E- E/ j" P* x
- sheet = Table.new($game_map.width, $game_map.height)
! {0 I- B5 u# Z4 P - reversed_chase_path = []; chase_path = []1 I, C6 [* c; [$ E
- reversed_chase_point = []; chase_point = []6 H* ~( P2 N) b
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
$ o4 l# x, e/ L/ i0 k' j - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2# t6 ?$ s9 F4 m1 n6 X
- reach_point = false% D/ E3 @4 f% J6 k5 F( w& N
- step = 3
% N8 z+ b! d! H1 E3 o" l - loop do #loop1 开始填充表格* G# [6 b+ b. [" M
- draw_path = false3 a: k: W0 T p$ M4 B: Q& n
- check_points = new_start_points
. `" L E, x9 K9 |2 e% y. S - new_start_points = []- H, v* K$ [7 a4 c! ?- u
- loop do #loop2 从起点开始正向填充3 R0 S8 n& n# m- s' c- S" N' q
- point_x = check_points.shift
( M/ y/ p. l' {9 m* V; E @4 N - break if point_x == nil
" A5 j9 |6 t1 i6 ]% d! f3 Y9 ^8 C - point_y = check_points.shift
8 R# b a. J5 Q1 S. Y# _+ ~3 M" l - left_x = $game_map.round_x(point_x - 1)' c* i1 W O5 |$ I$ B' G7 m
- right_x = $game_map.round_x(point_x + 1)# s8 m- _7 q" @6 y! q. ^( Y8 Z
- up_y = $game_map.round_y(point_y - 1)
% S# G" w% ?& @9 ]: a - down_y = $game_map.round_y(point_y + 1)
; d9 p. e+ U$ T - # 判断路径是否连通! P7 O: I$ S2 u) l6 _
- path_step = step - 10 T6 ?+ w0 Y. p3 T$ N$ o5 [
- if sheet[left_x, point_y] == path_step &&) N* f( v/ @4 H! V- s! n
- $game_map.passable(left_x, point_y, 6) &&
" u6 H, w, y2 { ~. ~ - $game_map.passable(point_x, point_y, 4)5 m8 I" h @% P% J! ?
- chase_path.push(4)
4 q" ]* S9 F) H3 C. W - chase_point = [left_x, point_y]
3 L3 q3 d2 `- a: S7 e" h - reversed_chase_point = [point_x, point_y]. K0 V, f- C0 u
- reach_point = true; break
) @/ d/ m/ B1 P8 I t2 A - elsif sheet[right_x, point_y] == path_step &&
2 c( X6 {4 \6 Q2 d( y; Q - $game_map.passable(right_x, point_y, 4) &&
) D1 E) S! z+ S9 S; L1 L - $game_map.passable(point_x, point_y, 6) Z ~# H6 {1 ^- N
- chase_path.push(6)
/ j& M" A2 V2 D5 e( l4 b - chase_point = [right_x, point_y]. G: O0 w, W8 ]) i' ]
- reversed_chase_point = [point_x, point_y]6 A( l9 G5 M4 l! Y8 T
- reach_point = true; break* \! q; w" y4 }1 K$ X# ]
- elsif sheet[point_x, up_y] == path_step &&* r& p. O; c+ S
- $game_map.passable(point_x, up_y, 2) &&
- V) h) i8 I2 D/ O- V1 \& _& [$ U9 k - $game_map.passable(point_x, point_y, 8)
1 g, ?$ F. A& s" g' g% N - chase_path.push(8)
# Q9 w2 S! ?& ^; S - chase_point = [point_x, up_y]
& i1 ` {) n3 ]& e; e+ ] - reversed_chase_point = [point_x, point_y]' `$ {$ ^& k3 q
- reach_point = true; break" g% I# Y+ u) [4 i
- elsif sheet[point_x, down_y] == path_step &&+ j2 A5 \; c- h! K
- $game_map.passable(point_x, down_y, 8) &&
3 \3 z; o. {$ c$ U: h7 ^ - $game_map.passable(point_x, point_y, 2). h( \" u! p4 u4 e7 ?; L7 \! B
- chase_path.push(2)
& ~: A2 Y1 b: ?# x& u* m1 h2 I - chase_point = [point_x, down_y]
& k$ m9 n6 B+ s' e9 f- K$ ^ - reversed_chase_point = [point_x, point_y]1 \# L9 k2 s- D7 t8 i
- reach_point = true; break$ N8 I2 t) m- n$ |+ J3 Z
- end5 }' {% k! Q" r: c
- # 以需要抵达该点的步数填充路径表格 #
" a( I1 q# M! M2 f - if sheet[left_x, point_y] == 0 &&& ^, ~3 b2 _* V0 w, o2 {# l* E
- $game_map.passable(left_x, point_y, 6) &&
! E& R; A' [! U" x - !collide_with_events(left_x, point_y) &&; @" _) I3 Z$ o# [1 [ J* ]* h& ?
- $game_map.passable(point_x, point_y, 4) &&0 w& C2 q, g0 _- G, L0 m
- !collide_with_vehicles(left_x, point_y) #judge_end
) T- o% I$ q! o& E0 A5 n0 Q - sheet[left_x, point_y] = step
3 B; N4 l q1 t L2 g& [ - draw_path = true
( m l9 |/ ]( I9 U' }: f j - new_start_points.push(left_x, point_y)
+ ^" M6 n: b: c8 j% m+ d; b6 @ - end* z, }! p3 a: Q. @ T3 G
- if sheet[right_x, point_y] == 0 &&
8 e1 L2 j! n; @4 m - $game_map.passable(right_x, point_y, 4) &&
2 N+ a. f! t" D1 t; B! t: J - !collide_with_events(right_x, point_y) &&
/ d6 Y1 a# r5 S) r# G/ i# T - $game_map.passable(point_x, point_y, 6) &&
. a1 ?! b" s- ?* G - !collide_with_vehicles(right_x, point_y)#judge_end5 p' Z' `/ |5 v
- sheet[right_x, point_y] = step1 Q. F& m3 Y* _7 w4 L
- draw_path = true
( S7 C9 A) m8 s: v: Q, r - new_start_points.push(right_x, point_y)
3 b3 U3 U. g" f+ _" x& f, u - end
& m7 m$ |9 _' b0 e2 W o7 C& e# H+ z - if sheet[point_x, up_y] == 0 &&7 O- @7 t8 Z$ p
- $game_map.passable(point_x, up_y, 2) &&+ m+ |6 O' U+ ?6 Z% k
- !collide_with_events(point_x, up_y) &&
8 b* [+ f/ ]8 _6 t - $game_map.passable(point_x, point_y, 8) &&1 K8 N4 b7 J# M& g% B! u
- !collide_with_vehicles(point_x, up_y) #judge_end
8 Z' z. j! D: k1 c+ \& N - sheet[point_x, up_y] = step
0 o& [/ H# B1 D1 j2 z+ i - draw_path = true/ Z9 n3 {1 y7 |0 t. e, G; J. I% S
- new_start_points.push(point_x, up_y)* j' W# k: {2 P8 v1 o; q
- end
0 A+ t ^6 i6 S& X+ v# I8 \ - if sheet[point_x, down_y] == 0 &&
" ?+ G! \- F- N6 C. I - $game_map.passable(point_x, down_y, 8) &&( R O- k8 f$ m# A5 D! {- M& P
- !collide_with_events(point_x, down_y) &&
# a K% i/ C7 X3 ^ - $game_map.passable(point_x, point_y, 2) &&
( g9 Q, C! [+ [ - !collide_with_vehicles(point_x, down_y) #judge_end
& c T+ C) Q' U' l, s3 n - sheet[point_x, down_y] = step
! ~, A9 |2 I2 d9 P8 a; Q( [1 u8 y! { - draw_path = true
5 h8 O: V' M0 _# ?; D$ N - new_start_points.push(point_x, down_y)$ Y& i' Q: F8 `$ y: X8 ~- [
- end; I$ c3 v D" P" s+ E# {9 ?
- end#endOfLoop24 W4 ~# ]% x; M5 a8 F4 _$ x
- break if !draw_path reach_point
: }, ]! A2 X" x, I( N, J) s, M - draw_path = false
4 |, Q) K1 Q" `4 _ - check_points = new_end_points6 T) ~1 P; Q7 \: K% q4 A7 G4 ^
- new_end_points = []4 f- p" A3 w& T9 F2 D
- step += 1
4 V! K, M' E) |4 ]" ]# v - break if step KsOfSionBreak_Steps &&3 ]1 l. c" p. |' G
- !Input.press(KsOfSionFind_Path_Key) g( Z5 l$ ~; X) r; F8 s2 ?
- loop do #loop3 从终点开始反向填充
* O3 Y q2 V# L' T - point_x = check_points.shift
( M& T5 d$ a$ J& \) D - break if point_x == nil) y" ?" ^/ c2 O
- point_y = check_points.shift
: F k% W- A5 [. J( W% U( d - left_x = $game_map.round_x(point_x - 1)6 E) C6 [/ W6 y, ~0 S
- right_x = $game_map.round_x(point_x + 1)
- x6 }5 O" |! C h - up_y = $game_map.round_y(point_y - 1)# t9 t! v( Z/ U, D4 B4 \+ ^
- down_y = $game_map.round_y(point_y + 1)
1 `1 P0 a- ?8 v4 @* _, M - # 判断路径是否连通* V4 v% G4 C2 @7 a( W% U
- path_step = step - 1 f' ?# M/ K" q, @0 H
- if sheet[left_x, point_y] == path_step &&2 o$ I7 W- w3 c% J% d3 O0 C
- $game_map.passable(left_x, point_y, 6) &&, V- _6 j5 F u7 W
- $game_map.passable(point_x, point_y, 4)
: C; U% G. g, j1 C& e - chase_path.push(6) x, W/ ?$ m8 B/ F$ u
- chase_point = [point_x, point_y]
, P& H- S! q: n/ _4 d - reversed_chase_point = [left_x, point_y]6 A4 z- R# R. S) H5 i
- reach_point = true; break
6 Y: p4 W! H6 X3 c - elsif sheet[right_x, point_y] == path_step &&
/ u( W) b4 R0 Z0 ]; K9 l1 r, o - $game_map.passable(right_x, point_y, 4) &&
3 A9 d, V1 w( {; M$ n - $game_map.passable(point_x, point_y, 6)! z8 E) @* K3 a9 Q
- chase_path.push(4)9 S5 C! {8 n4 I5 l+ V: ~4 U
- chase_point = [point_x, point_y]. d6 E1 k) |0 ~1 h5 U2 ?) w$ y
- reversed_chase_point = [right_x, point_y]
9 t5 _5 m! z1 | - reach_point = true; break7 y" X, P3 C6 h6 K
- elsif sheet[point_x, up_y] == path_step &&9 b0 S9 p1 ^( X' Q" y! ^
- $game_map.passable(point_x, up_y, 2) &&
1 @2 D1 C O' A - $game_map.passable(point_x, point_y, 8)$ D+ X( _& k ?" E- K4 ]0 f. [
- chase_path.push(2)
2 S9 i! m) O9 o7 A+ Z6 r - chase_point = [point_x, point_y]
0 K5 h+ W0 z4 R9 W6 I - reversed_chase_point = [point_x, up_y]
' }& ~" p6 G; @8 C5 {' i - reach_point = true; break
" O5 v4 \; K. K1 c7 L - elsif sheet[point_x, down_y] == path_step &&: V+ r) [% G# r
- $game_map.passable(point_x, down_y, 8) &&* ~- H& x3 Z% D- R/ w
- $game_map.passable(point_x, point_y, 2)
! o* {# J. j5 m8 _+ i - chase_path.push(8)7 k* D! v* P2 e$ A2 g6 \# `. q
- chase_point = [point_x, point_y]
& g! q/ z9 G6 t% e* P! d# j0 [ - reversed_chase_point = [point_x, down_y]
- a, S) |1 ?+ b6 z/ c! g. [ - reach_point = true; break
, I3 z% n8 Z, z2 w- m% I - end. e: I& U, n6 w
- # 以需要抵达该点的步数填充路径表格 #7 D* R. t5 S. e( s4 U
- if sheet[left_x, point_y] == 0 &&
. y1 S2 Q$ | N; N7 N% k - $game_map.passable(left_x, point_y, 6) &&
, z( W# M/ F7 D) a# C - !collide_with_events(left_x, point_y) &&
( ~) K4 S/ j \ - $game_map.passable(point_x, point_y, 4) &&
C, z7 f$ i/ b - !collide_with_vehicles(left_x, point_y) #judge_end
' X& D* U7 L4 f) U( G0 R W - sheet[left_x, point_y] = step
7 ?& B D/ R2 ~ - draw_path = true
* H% h6 x, h5 \5 o - new_end_points.push(left_x, point_y)6 ~0 ? x0 g( H5 T% X, C' o
- end
, K0 t0 g1 x! ~3 s' `8 t - if sheet[right_x, point_y] == 0 &&
8 W: B/ B3 i& r4 {/ c) f/ U: k - $game_map.passable(right_x, point_y, 4) &&, [* g$ ^0 F+ z2 ]
- !collide_with_events(right_x, point_y) &&# k2 o& _* b3 d/ w$ Z4 e" c
- $game_map.passable(point_x, point_y, 6) &&
/ Z$ V1 [# \6 [. T _ - !collide_with_vehicles(right_x, point_y)#judge_end
4 `& e" F; n% E7 ]% Z - sheet[right_x, point_y] = step; Y& ]8 @3 |( k' X( K. U5 V9 ]9 c$ L
- draw_path = true/ ]" l! C# y0 f
- new_end_points.push(right_x, point_y)
7 x2 x9 O) U% b7 p* A. Y - end+ s' S. {8 t% h b. d
- if sheet[point_x, up_y] == 0 &&
) O1 s" V. T, D Z9 b6 u Z/ e - $game_map.passable(point_x, up_y, 2) &&
4 G# ?; g3 d0 g3 i1 p { - !collide_with_events(point_x, up_y) &&% ]' x& h+ i' T- j: F( \* a# [
- $game_map.passable(point_x, point_y, 8) &&8 c5 n6 y+ f; E# W7 s
- !collide_with_vehicles(point_x, up_y) #judge_end
1 \& t8 a# t# x) E; ] - sheet[point_x, up_y] = step
/ ~' i/ L9 w/ j- x - draw_path = true, z U) W1 }+ F/ w; Z
- new_end_points.push(point_x, up_y)
) T% q0 o. n: [) b - end
) c1 t5 V6 H4 r0 ^# m" ` - if sheet[point_x, down_y] == 0 &&
6 S# b4 Y) }8 _. L - $game_map.passable(point_x, down_y, 8) &&
& g3 v6 r: u; x, p- W - !collide_with_events(point_x, down_y) &&6 R5 b9 ]. j% s2 F' @
- $game_map.passable(point_x, point_y, 2) &&
( _4 l% f4 T+ s; P" j - !collide_with_vehicles(point_x, down_y) #judge_end. S5 O1 @7 O. a# J& |
- sheet[point_x, down_y] = step
b/ ?2 p! a( {# S9 Z - draw_path = true& l9 o2 R# ~& A$ [/ E
- new_end_points.push(point_x, down_y)
0 O" P" n6 N t1 [# ?" f - end
# B2 p# a: @+ k3 b# u - end#endOfLoop3: m( e4 E1 c' A0 j7 h
- break if !draw_path reach_point% P" v: [# |8 j$ ^. f
- step += 1. M, X; K2 C+ ?* Y! c( }
- end #endOfLoop1 路径表格填充完毕
. R. X: s; q. D3 T9 e% S - $mouse_move_sign.transparent = false( R0 v9 A) |1 L, [
- # 判断指定地点能否抵达# ~# p8 Z$ M# T- a+ m; T$ {! l
- if reach_point
. \+ f I- F Y, p - $mouse_move_sign.direction = 2+ q. G! A% R& d6 s, n1 p0 D0 `8 H
- else' I$ f m( i K8 `& i
- not_reach_point
9 l6 z6 l% u# t: }+ F% n3 \ - return/ i8 w/ F; w) Z( j: [ q- n' o4 d
- end; `% s( t7 N2 Z; o- Q
- # 根据路径表格绘制最短移动路径(反向)
/ X C- r: T5 J9 n- A, p" e. F - steps = step 2 2 + 1$ ^; ~- M2 P; M; p/ F. [
- loop_times = step 2
# V% |! q- e( o. P - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]1 W3 q" R: D! j) d: h) d
- for i in 1..loop_times # forLoop
! S3 W; o( Q" i - steps -= 2- q K. G$ k3 G; U! I& G
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……# \; a ~5 c' |
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&4 M& v J9 y) W0 f4 @
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&2 T9 k5 N q I K: |! n
- $game_map.passable(point_x, point_y, 4) #judge_end; B4 w9 w& i* g' N3 l7 q9 x& [
- reversed_chase_path.push(6)7 V: D, P7 N( z1 `7 ~9 g+ P
- point_x = $game_map.round_x(point_x - 1)
$ @5 d' D d5 N- ~4 {9 Z0 l- r - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&( E. z2 S+ h5 {; J
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&1 q6 F \3 i* l5 v$ J5 i
- $game_map.passable(point_x, point_y, 6) #judge_end
. g3 `7 |7 r+ F' j0 \4 C - reversed_chase_path.push(4)
8 X0 x7 V. y. I& t: n4 p/ Z* { - point_x = $game_map.round_x(point_x + 1)) `0 G7 T& Y' g* n
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&/ |# m9 L, q) L2 u0 }
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&3 u/ T; U& b: L8 M i' @
- $game_map.passable(point_x, point_y, 2) #judge_end+ b! G2 w s0 V7 E+ W+ V; _$ Q2 }
- reversed_chase_path.push(8)
7 U! U) e. }1 K7 f S5 Z; K - point_y = $game_map.round_y(point_y + 1)
, y2 _9 N# H( {, [ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&; N1 S* C$ X- C- G3 Z
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
4 K8 V( y& L6 D* G; x - $game_map.passable(point_x, point_y, 8) #judge_end
. l" t3 C. ]$ ?7 Z7 N/ `! t - reversed_chase_path.push(2)+ n% ~& `8 k9 J/ j
- point_y = $game_map.round_y(point_y - 1)
* z( b; l6 x0 O! @. o - end
) H( V; v) A; g4 ~' d5 R - else
4 j5 b" Y9 z2 B. B( D `4 d - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
5 j6 n5 ?7 T, f) |7 x* V - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
3 W; E ^0 d' N) G - $game_map.passable(point_x, point_y, 2) #judge_end
3 m8 n- N5 \2 R2 ~ - reversed_chase_path.push(8)1 A$ b1 v. g& y! u
- point_y = $game_map.round_y(point_y + 1)! l0 R2 W# W* H7 l/ ]
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&5 |/ I7 G1 `# s) P0 a9 Y) V
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&" g* v, t/ `( x3 Y' h1 d) u& l" m
- $game_map.passable(point_x, point_y, 8) #judge_end8 R0 ]2 e9 J' j1 a2 u" b
- reversed_chase_path.push(2)
; q" Q# B- j5 w. y) v l - point_y = $game_map.round_y(point_y - 1)" L5 c; N8 l, ~5 E; S9 n& w
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&2 j5 g1 H) S. b9 Q! d
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
r o, o5 N& R8 d - $game_map.passable(point_x, point_y, 4) #judge_end
: b/ H5 w. D, i1 b - reversed_chase_path.push(6)8 q* J5 D) l7 X5 i' K; p
- point_x = $game_map.round_x(point_x - 1)! W+ H# P/ X! n; G7 j9 ]* c F
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&) \9 x4 K( Y, F5 [2 p; y
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&2 q) o, f8 Z6 w' J
- $game_map.passable(point_x, point_y, 6) #judge_end- i y, F) Y* K9 X% G
- reversed_chase_path.push(4)
$ f; K2 I) d# m - point_x = $game_map.round_x(point_x + 1)
/ H h+ L8 ~# e, N - end
( |" p9 n: B+ q. k& j7 E1 B6 K3 A% Y - end( e, m( j; m1 V
- end #endOfForLoop
* N4 s2 m$ K9 R; M& O, q* N - # 根据路径表格绘制最短移动路径(正向)
0 ?0 z3 D& W' D6 } - steps = step 2 2
+ l2 i, W- c+ b& U! b - loop_times = step 2
% s. M) U4 ?2 o* _$ i- U; P - point_x, point_y = chase_point[0], chase_point[1]
8 A t) p: H, o3 Y - for i in 2..loop_times # forLoop
& [( D, b" p" o( ^8 t - steps -= 2# X1 v7 {! x/ O5 v4 Z$ E
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs3 _7 ?& X0 f% ]# b. r6 ~" m
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
4 x4 r0 v2 u y* S5 q - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
4 J x2 k% R# D - $game_map.passable(point_x, point_y, 2) #judge_end, f1 z; ]$ L. p2 y: k+ w) l) c; c! n
- chase_path.push(2)( r O9 h3 M( w Z# T- [
- point_y = $game_map.round_y(point_y + 1)
N3 P4 {2 b0 p; X+ \/ l, P# M' c - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
+ m7 [1 V! x1 y2 j) M! C - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
: u& `% h7 b5 } - $game_map.passable(point_x, point_y, 8) #judge_end9 H7 c, ?* i. A# d
- chase_path.push(8)" j8 u/ h) n9 V& ]
- point_y = $game_map.round_y(point_y - 1)
9 A3 _7 T* v( a ^3 b) i - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&! S- B4 X9 y( E( D
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
0 b/ [/ j) V, x2 n# F& C* o - $game_map.passable(point_x, point_y, 4) #judge_end; J7 r/ z) X7 e% V6 R
- chase_path.push(4)9 |8 [" {+ G* ^8 q% b' [- k
- point_x = $game_map.round_x(point_x - 1)/ m7 j% O) b0 x" X* L5 K* X
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
" F J5 w* n( a - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&* ]! g! h! v7 x' q
- $game_map.passable(point_x, point_y, 6) #judge_end
1 g4 I% S( r6 F5 |) P - chase_path.push(6). d% {2 o, t: v9 d- Q
- point_x = $game_map.round_x(point_x + 1)
9 S% A/ w% K5 Z* P, s ]3 e# J9 _ - end# K* E) q' }# t" s
- else
8 ~1 f5 d: M: F4 n - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&7 x) Z& V7 r& P, D) P
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&' _3 q, N g: |0 a# E
- $game_map.passable(point_x, point_y, 4) #judge_end& t4 t$ j: ?* z* _& d1 ^8 j
- chase_path.push(4): B4 J# X% m8 x' ?9 x
- point_x = $game_map.round_x(point_x - 1)- @3 [( I- L2 L0 l/ r' [
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&2 Z0 X7 k4 u2 L8 m0 [, c3 s
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&+ s) a! D$ Y/ U' ]0 z2 n3 ]
- $game_map.passable(point_x, point_y, 6) #judge_end
! H8 |. i9 `- x( @8 z1 Y - chase_path.push(6)2 d r& }9 `/ h: N/ d
- point_x = $game_map.round_x(point_x + 1)
5 J% n4 Q, O4 b) N" \9 O - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&5 {( O+ o7 Q. _, z1 Q
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
5 w$ j) t6 b1 Y: f" |3 C7 N2 j - $game_map.passable(point_x, point_y, 2) #judge_end! X4 j* s& e! c% L4 v
- chase_path.push(2)
+ ~/ t3 S8 Q8 {$ u( Y - point_y = $game_map.round_y(point_y + 1)$ p9 ?* X- k" ^, n) a5 G# [4 b
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
% W9 o3 N" A1 t! B! r: q1 S7 h - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
( e' v9 \3 R, I2 w: Q4 |# q - $game_map.passable(point_x, point_y, 8) #judge_end
: _2 b- B4 Y" H2 C- [! d - chase_path.push(8): H$ J2 B J6 @2 @
- point_y = $game_map.round_y(point_y - 1)
2 ?4 R! R3 Q1 z m/ c, ` - end
! ]! O0 H# L' ~' A1 j - end
) k% v% X% M7 A& ^5 h) ^ } - end #endOfForLoop
" g& e& q5 n/ y - @mouse_move_path = reversed_chase_path.reverse + chase_path" r T: D( n7 r, n) h2 {
- end#walk
: O, i4 F$ b+ d) m5 m8 l( n; x) t - #--------------------------------------------------------------------------
( }+ x3 C3 V* j8 Q9 q! F - # ● 绘制boat的移动路径 @array[move_directions...]
, m3 t. Y0 U: r. F! L1 P' T - #--------------------------------------------------------------------------
' G, E) B# }+ d* a& G% y - def draw_boat_path
V% p) `4 `& o2 m4 o% E2 X - # 准备绘制路径表格
( a" h0 A4 | H; I" r' ~0 B - sheet = Table.new($game_map.width, $game_map.height)
( v t: |/ a# O+ [8 D - reversed_chase_path = []; chase_path = []
- C6 D5 A* D7 y; h# j) S1 a - reversed_chase_point = []; chase_point = []! @4 r3 k- I! |6 {! y0 u1 M
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]* N1 f; Q3 n! T
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 28 A7 n) w/ V, V( {0 O
- reach_point = false* B6 e% H1 _0 c3 K c# ^4 u. i8 G
- step = 3
2 D" X* z% Q' i" o: q0 S4 i h - loop do #loop1 开始填充表格
+ G8 p0 s. E6 X' W9 Z9 F0 E" D: j - draw_path = false
3 q( e; [. ]+ C, Y - check_points = new_start_points/ K2 ~, a: @: y$ t& o. S
- new_start_points = []
: q( q4 c. T, l1 b! p2 W' P; R - loop do #loop2 从起点开始正向填充% G; Y) n& `) ^/ Y! s4 `
- point_x = check_points.shift
/ I: v/ g" Q) y# v! ? - break if point_x == nil- f) f- E! {- `3 L1 P" a2 R$ y
- point_y = check_points.shift
3 p, X/ S& v2 t* `4 k - left_x = $game_map.round_x(point_x - 1)
$ q7 A( n7 E: z( D, ^4 M0 p! ?& u - right_x = $game_map.round_x(point_x + 1)
- v) _* z/ \: s# w5 T* e) |, j) l5 B - up_y = $game_map.round_y(point_y - 1)3 G8 E% T9 [; P0 P% _
- down_y = $game_map.round_y(point_y + 1), D3 d. s& {/ y1 Z7 P
- # 判断路径是否连通. b3 Y- U3 I8 u+ t6 {: n' {
- path_step = step - 1. @! r( d& w) s# Y8 H
- if sheet[left_x, point_y] == path_step
4 G- ~* K7 g z - chase_path.push(4)
. l% Q8 }/ V1 \1 d- @8 j - chase_point = [left_x, point_y]! |- U/ I2 c$ k' }7 e
- reversed_chase_point = [point_x, point_y], a6 [" A; ~0 l; w0 s% _2 y$ T
- reach_point = true; break
& G# |! y& \3 }, t, f/ A& J - elsif sheet[right_x, point_y] == path_step
9 j0 X* j( b6 n D - chase_path.push(6)& R/ u, k/ D9 X/ \( z
- chase_point = [right_x, point_y]
4 j G# G# }, W) q% T - reversed_chase_point = [point_x, point_y]
6 u2 `' f* c! [0 k9 Q5 r6 |4 B - reach_point = true; break4 Z: `4 |# M9 H6 r9 d5 G s. O
- elsif sheet[point_x, up_y] == path_step
N, w# t6 _/ X. b6 C! y, y+ u - chase_path.push(8)8 t! @3 J9 L' r$ o0 n7 k
- chase_point = [point_x, up_y]$ x$ o% O D% `5 s. N
- reversed_chase_point = [point_x, point_y]) T2 O, q+ g# W. @
- reach_point = true; break* o& X( J6 {3 c, i4 a/ [
- elsif sheet[point_x, down_y] == path_step
, e/ o# c, X+ [ ~ ^ \9 | - chase_path.push(2)% s8 l) `% f" _3 W
- chase_point = [point_x, down_y]
2 a" f+ r7 S r6 `' E - reversed_chase_point = [point_x, point_y]; n& O5 _! _, ?# P; G5 w5 `
- reach_point = true; break
/ G0 H2 e. \$ j1 |5 t1 C2 W. A5 h - end
: @9 k- U% C! D2 ]$ o! D6 b - # 以需要抵达该点的步数填充路径表格 #
4 F2 o: X7 t! h0 ]$ s' l0 `7 n! U - if sheet[left_x, point_y] == 0 &&! e. P" G4 L, W, [* M0 L
- $game_map.boat_passable(left_x, point_y) &&
- \2 P3 [6 Y6 j: f - !collide_with_events(left_x, point_y) &&
+ j+ a# w+ m+ l0 J; u* U, D - !collide_with_vehicles(left_x, point_y) #judge_end
7 Q! Y* y2 M z: c' ?& O - sheet[left_x, point_y] = step8 D0 S# S5 m1 c7 v
- draw_path = true2 D$ A3 J6 r4 W% I1 ?- @
- new_start_points.push(left_x, point_y)
# F2 m" J4 o- @& @7 A - end" v. S% X. ~7 G
- if sheet[right_x, point_y] == 0 &&, |# p0 h# M- n# v8 P( R
- $game_map.boat_passable(right_x, point_y) &&
' {, w S( k' U - !collide_with_events(right_x, point_y) &&! J1 Z; Z1 I9 |# S
- !collide_with_vehicles(right_x, point_y) #judge_end
, G4 Z6 w: r4 f8 U" ^( e - sheet[right_x, point_y] = step2 I# u5 L" h- T0 u$ w0 I
- draw_path = true5 j: c0 V& q5 L9 a- B! Q
- new_start_points.push(right_x, point_y)
7 W' ?% \. e+ D" D- t - end
) z# h! a, h3 j - if sheet[point_x, up_y] == 0 &&
' o3 R6 x( w: m; \1 ] - $game_map.boat_passable(point_x, up_y) &&8 V# n/ E, C5 d6 _0 n
- !collide_with_events(point_x, up_y) &&$ C- G6 V M2 M/ f
- !collide_with_vehicles(point_x, up_y) #judge_end
# i! Y! Q- @6 B0 x% a - sheet[point_x, up_y] = step& K# a. T: ?7 A ~
- draw_path = true
1 Y+ Y+ j9 c$ @ - new_start_points.push(point_x, up_y)3 i, J j# W' \
- end( q4 E! T* b/ O2 _ D
- if sheet[point_x, down_y] == 0 &&
% A `6 w. B7 `6 r9 C% s7 ] - $game_map.boat_passable(point_x, down_y) &&/ m9 ` T8 s% a. } s
- !collide_with_events(point_x, down_y) &&# {: o& F4 R. @; @# R6 j) s5 j
- !collide_with_vehicles(point_x, down_y) #judge_end8 X/ w0 @5 Z' t% d( u
- sheet[point_x, down_y] = step
+ w# r) W" D% l0 a* F4 X- h5 O3 r- w0 W" W - draw_path = true$ i8 v' ]7 E2 G! x: G
- new_start_points.push(point_x, down_y)
# v% e; [- {' }3 b) r( d) M - end7 ~: _* M8 D5 R( q8 r
- end#endOfLoop21 ~( d( \ N+ J9 `
- break if !draw_path reach_point K3 U+ A8 F' B, A
- draw_path = false
0 u# E2 @; k( p: P" t - check_points = new_end_points
: h; U9 P5 |3 A5 q - new_end_points = []" G z' G1 r+ r+ {1 H1 l
- step += 1
- l" C; d, H9 x2 G/ L" G0 V - break if step KsOfSionBreak_Steps &&
: t) z0 n" q9 F6 {$ h - !Input.press(KsOfSionFind_Path_Key)
( B6 [, o/ C7 q$ u4 O: S3 | - loop do #loop3 从终点开始反向填充
, Y" ]7 t3 M2 B8 x8 V# t - point_x = check_points.shift
+ Q+ A. n+ s3 z - break if point_x == nil
. o9 S; C9 h, L' N# ?) o' B, S - point_y = check_points.shift$ G2 R! t, e1 R: w. j ^
- left_x = $game_map.round_x(point_x - 1)5 j, a$ @; S0 K0 A! F
- right_x = $game_map.round_x(point_x + 1)+ @) p% o3 P J. K# H1 Y) a. R: a
- up_y = $game_map.round_y(point_y - 1)' D0 L* U4 X; s
- down_y = $game_map.round_y(point_y + 1)
* Q7 E& p$ y3 m6 c# D - # 判断路径是否连通2 {! N; r2 d3 P" D3 f* x
- path_step = step - 1
. c7 F% t T; L4 p; O; K - if sheet[left_x, point_y] == path_step5 q* C- u- ]( R
- chase_path.push(6)8 ~: q( O& b6 I9 D+ P3 N6 w, s# Q, d
- chase_point = [point_x, point_y]
' k7 ]+ D9 k5 i$ o) n7 g& A8 F2 O5 W1 s - reversed_chase_point = [left_x, point_y]4 ?' N; F+ q' X% x9 S( p
- reach_point = true; break; ?! D) o; e( V d; \2 p! a
- elsif sheet[right_x, point_y] == path_step
' B& v- V$ T9 w4 Z% ^1 u+ [ - chase_path.push(4)
0 Z4 k+ m: m. x. ^* T2 R* R7 T - chase_point = [point_x, point_y]
; `+ h0 p. G5 {& p% v) |# R; ^) d - reversed_chase_point = [right_x, point_y]
! a% O9 w# J0 j" R M) ]- z - reach_point = true; break
5 J# M+ @( R/ I8 U; s- {9 b - elsif sheet[point_x, up_y] == path_step
3 Z( |3 I# f0 a2 j - chase_path.push(2)* C7 B% `' K9 o; X0 H- J. s: w
- chase_point = [point_x, point_y]
1 d0 f, v/ t- f w: u ]$ F% w; ] - reversed_chase_point = [point_x, up_y], ]# p; m& a: |3 N4 G% H
- reach_point = true; break$ f- J& j9 H8 ? L/ }1 \5 a( m$ |5 u
- elsif sheet[point_x, down_y] == path_step
/ `3 j7 W1 q) q* X - chase_path.push(8)
& P. z! L4 x- D' ^- m- N - chase_point = [point_x, point_y]
. ~! v5 J3 d g% g5 | - reversed_chase_point = [point_x, down_y]
; G/ U4 g/ p6 u8 ~7 ? - reach_point = true; break2 j1 x- [, G2 U1 F7 b2 ?
- end
8 f W* S- y7 L2 w. _+ v - # 以需要抵达该点的步数填充路径表格 #% \4 |6 i7 N) F& D7 o. H
- if sheet[left_x, point_y] == 0 &&' I) p2 L9 G7 j! w. B5 }% \
- $game_map.boat_passable(left_x, point_y) &&
: j9 B4 i! j, X) P' q - !collide_with_events(left_x, point_y) &&/ f' P+ c- S0 y! H$ I' h
- !collide_with_vehicles(left_x, point_y) #judge_end: Y s3 |( h- o" x
- sheet[left_x, point_y] = step3 P7 _1 E. A* X3 g8 O/ Z
- draw_path = true
L4 I% }: E3 U9 s; S - new_end_points.push(left_x, point_y)
: V* W, e" J$ U8 L - end
4 o- @$ }9 W# t- _! g1 @: R4 O - if sheet[right_x, point_y] == 0 &&
6 G4 c' K& H4 G) Y5 |9 v' r# E - $game_map.boat_passable(right_x, point_y) &&
% [9 f( T) @- ^9 i1 a - !collide_with_events(right_x, point_y) &&
4 }3 e/ t* K; c" w( U' C/ U" X - !collide_with_vehicles(right_x, point_y) #judge_end
+ A8 t$ M4 [4 u# l& } - sheet[right_x, point_y] = step
. I: T1 n8 w+ {" v6 F; J - draw_path = true7 _: j/ P$ P2 c( G9 V
- new_end_points.push(right_x, point_y)9 A% `% k0 }) x& C5 I
- end
/ g1 z# m) _) \$ q) Q( C - if sheet[point_x, up_y] == 0 &&
% X, V( W/ |7 V2 Q7 o2 Q( @/ s9 k7 A - $game_map.boat_passable(point_x, up_y) &&. M: P% t/ j7 P% S+ \1 \
- !collide_with_events(point_x, up_y) &&
4 g W5 V- O- I& N - !collide_with_vehicles(point_x, up_y) #judge_end" }# o R$ l0 r0 G6 Y1 t) P% ^9 O
- sheet[point_x, up_y] = step
3 w- P# ?& l& T$ b5 m - draw_path = true7 H N% U+ j4 Z! o7 g
- new_end_points.push(point_x, up_y)7 D9 j* Y/ ?" O
- end
+ |2 m7 k7 i) `$ z) L6 U - if sheet[point_x, down_y] == 0 &&' i1 p! V/ g% A) s# T- i
- $game_map.boat_passable(point_x, down_y) &&
/ {" B2 V( o E/ p) `* b% S' H - !collide_with_events(point_x, down_y) &&
7 p1 l# F5 a" K/ S - !collide_with_vehicles(point_x, down_y) #judge_end, w+ H/ }( u* L
- sheet[point_x, down_y] = step
7 p$ g% x# H9 M# g - draw_path = true
1 I3 U8 J8 ^$ P; v7 X: M - new_end_points.push(point_x, down_y). b0 K8 `8 A% A- K
- end
! N2 n4 U- e( k( x - end#endOfLoop3
, F0 P5 [- H6 F- B2 ~3 ] - break if !draw_path reach_point
% n3 T! s3 x$ \% | - step += 1" U9 M7 Z7 ^! E1 y: [/ D/ r5 v
- end #endOfLoop1 路径表格填充完毕' ~% L9 Y' n* V5 h1 f) D
- $mouse_move_sign.transparent = false* H; H2 ?/ m$ Z( A, O
- # 判断指定地点能否抵达2 P9 Z1 k9 o* D
- if reach_point1 V$ }3 R8 Z& b4 ?( U: w: d
- $mouse_move_sign.direction = 2( A: K0 N7 j) @# {+ \% O
- else
8 j d) U8 u0 E2 g( S+ i) K - not_reach_point. I6 l/ Q% X9 h- W; E: O
- return
* S ]" q2 [# X( k$ `0 x' T* G# Y - end; R" D, K9 _: f& g& ^3 q! C
- # 根据路径表格绘制最短移动路径(正向)
! s% G$ l( y3 A! m - steps = step 2 2+ s6 |% N! A" [3 w# O
- loop_times = step 2
& a: L1 s) V0 l0 l6 z8 h - point_x, point_y = chase_point[0], chase_point[1]8 q# W. M3 K5 d- ^: b) m
- for i in 2..loop_times # forLoop
, f* w2 j% N$ ?% q3 P) b& l/ \ - steps -= 2
9 g1 k) O4 q3 d1 P# _3 G9 P9 N - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs, |) R- J5 |* ]) i7 a( c
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
4 w" C( Y. q1 D7 ~ - chase_path.push(2)
4 Q; p6 r/ k) x# z0 R - point_y = $game_map.round_y(point_y + 1)- Y% U" ]0 V1 T6 z8 H ^
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps4 s9 j; Z7 r+ F, `9 Z3 P6 d9 `' X
- chase_path.push(8)- V F' ]6 g( @; w7 A/ _
- point_y = $game_map.round_y(point_y - 1)
7 Z3 Y" B8 V, P6 X - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
% |1 |$ @, W& H" r0 H - chase_path.push(4)
9 O$ }7 [4 l9 E A4 q7 v - point_x = $game_map.round_x(point_x - 1); I$ p' [6 G! W' O% U
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps: n7 |0 m9 K( q
- chase_path.push(6): c% m7 R3 @7 ^8 _; K
- point_x = $game_map.round_x(point_x + 1)4 X6 N* e) \& O+ \2 `; I, P
- end# C& U0 U3 \; v& }% A' H
- else
! y+ g7 M( M5 ~3 o9 n) v - if sheet[$game_map.round_x(point_x - 1), point_y] == steps b4 N2 {/ v; y* L( n& e! H
- chase_path.push(4)
7 @; o' x+ w P0 K3 @& L* Q/ [ - point_x = $game_map.round_x(point_x - 1)* R9 W( Y, [1 k" G5 k1 h/ N
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps8 O# W$ ~; c9 d! j: y* L
- chase_path.push(6)! F0 P* i. ~: ]) u1 U5 D
- point_x = $game_map.round_x(point_x + 1)
5 N5 O0 N2 w& N5 @7 e1 h# | - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps5 r9 L7 Y7 Q, {: P! N
- chase_path.push(2)
D4 t& U! |% y$ k9 M3 } - point_y = $game_map.round_y(point_y + 1)
/ w8 K* P, n& A - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" E6 d& N+ O% l j9 k; l. M; F" _4 \
- chase_path.push(8)4 ~5 G. `9 x5 Y' q
- point_y = $game_map.round_y(point_y - 1)
4 w' N) I w) u/ } I$ g+ j - end* J U* {% s8 u
- end8 o2 ~" F. Y2 P _
- end #endOfForLoop
) I; O# \8 @& T) X# m* q& Y - # 如果指定点无法抵达或者登陆
4 N3 C! n- ^* G# K1 w! V - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path); U. s9 O+ D h" ^4 e2 g
- # 根据路径表格绘制最短移动路径(反向); W2 a# M R& T5 Z( s
- steps = step 2 2 + 1
* q" M$ }3 U8 [! h: U$ R: N - loop_times = step 2# k% k' F, Y( g3 a' Z
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]8 L8 l& b- z+ i% _- f( `7 P+ x9 E
- for i in 1..loop_times # forLoop
" c* @' [. o! P, `/ q - steps -= 2$ D1 p' O( C+ Z2 q& T6 P$ c
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' L! F: G( i% r9 c4 g
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
6 u# n0 V& W3 g - reversed_chase_path.push(6)8 B/ u( G# V5 ?8 Z" L3 h
- point_x = $game_map.round_x(point_x - 1)
0 Z; q, V5 {/ L/ G; h - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
& r! O) Q8 D, ^" f$ }6 j - reversed_chase_path.push(4)) r/ e5 t1 Q# l% s; [
- point_x = $game_map.round_x(point_x + 1)
$ D" z( y0 u, v2 T# C+ h - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ }/ n& e- s. C2 a7 v& ?6 n* W @
- reversed_chase_path.push(8)6 Y7 z: i9 k- T" A! j
- point_y = $game_map.round_y(point_y + 1)
v ?/ P9 I# V' W+ B4 G. _' D0 J - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
/ h. p# ?6 |: V% M8 F- H, p - reversed_chase_path.push(2)
8 s2 m# v# K) E0 \5 {" t - point_y = $game_map.round_y(point_y - 1)) O+ @- g1 Y; }# ?
- end
# `8 y% T( s' J4 W3 p. w$ ^ - else! Z1 ]+ k# {/ J
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" H7 p7 F6 l- j$ L5 A$ @" L - reversed_chase_path.push(8); T4 P. t; b- F0 b. O
- point_y = $game_map.round_y(point_y + 1). ^: Z% z, T3 j0 d3 F
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps) Z, `$ Y3 Q- J a1 o- |
- reversed_chase_path.push(2)
& Z9 e+ M( @ T% ^' c: c4 X - point_y = $game_map.round_y(point_y - 1)/ _1 H5 V6 @* B6 h- S# t, G+ @; }
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
' i% x7 f5 @& A+ x. R0 @ - reversed_chase_path.push(6)
$ l4 b! H f4 w1 ~1 |: r0 G3 z - point_x = $game_map.round_x(point_x - 1)6 p" ]+ l; i* i- v6 h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps4 l; h7 d% m( u: t1 `5 T+ w2 r
- reversed_chase_path.push(4)
0 C3 q8 w1 n+ l: G - point_x = $game_map.round_x(point_x + 1)
6 u# c6 Y4 c: A' _- X - end. G( O" u4 R9 Z" s& m2 x
- end8 |% m5 J/ q; g. m3 \, _3 E
- end #endOfForLoop6 q; R, n8 J7 n. P5 k, {
- @mouse_move_path = reversed_chase_path.reverse + chase_path1 w. \4 V& g$ C8 g% ^
- end#boat6 W+ @8 ~0 e' s# e
- #--------------------------------------------------------------------------) O( j; h7 ^. B9 N" z
- # ● 绘制ship的移动路径 @array[move_directions...]
* L) |7 U4 b( ^# X, I | Q - #--------------------------------------------------------------------------% W. J& `3 M4 M% l; X: ~; y
- def draw_ship_path
/ Z2 B6 l# @" f* U8 V5 ]4 x - # 准备绘制路径表格! M: S% d" b/ p8 L" I y) P. q3 @! }% _
- sheet = Table.new($game_map.width, $game_map.height)( [4 d' \4 ~& V# h
- reversed_chase_path = []; chase_path = []
$ u; I1 j( e( W! U, ?0 x9 w( d - reversed_chase_point = []; chase_point = []1 z7 [+ C% t8 B+ l
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
5 u5 j4 l' r) M - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2 q4 E# Z) \+ c w, R/ v7 G
- reach_point = false
3 j7 ?; f+ a E - step = 38 F) u' w8 B/ y: l) p
- loop do #loop1 开始填充表格9 E( {9 L/ a, G9 K: _/ y( Y
- draw_path = false) C: S8 z: Z, \# q
- check_points = new_start_points: f# Y6 ]2 z! h7 c- i
- new_start_points = []
7 M: Q; @# R# c/ E: }* v - loop do #loop2 从起点开始正向填充
* J; N' Q, t6 f2 C - point_x = check_points.shift# Z1 Z# @; s+ V; E
- break if point_x == nil
5 ^; Y$ H3 W) m% ?) ? - point_y = check_points.shift
* N8 e% u& k9 I4 W( Z - left_x = $game_map.round_x(point_x - 1)0 a; }2 R: e" I( b! G
- right_x = $game_map.round_x(point_x + 1)* G0 d" h4 S: g- j( @: b2 o
- up_y = $game_map.round_y(point_y - 1)' R* N1 l) |! C9 f" B0 P5 H
- down_y = $game_map.round_y(point_y + 1)5 l! M5 c3 _/ | r7 I8 O Q9 k
- # 判断路径是否连通7 P! N% i# S9 [$ z2 t
- path_step = step - 1
/ p% O, _4 g9 t9 V( O" A# V& L+ k - if sheet[left_x, point_y] == path_step
6 J0 t# ?, Y- o5 I( C! H - chase_path.push(4)
; S" K% d' n+ P- m$ b$ g+ V - chase_point = [left_x, point_y]2 _; g' L% g6 U- h
- reversed_chase_point = [point_x, point_y]9 ?8 s3 _( o6 D2 m& K8 ?6 w
- reach_point = true; break" ~" D% w1 T7 X- V
- elsif sheet[right_x, point_y] == path_step
4 {2 |8 o3 R: g( A5 r i - chase_path.push(6)
; @: G7 `! t- {' G, O0 k - chase_point = [right_x, point_y]
) t( m) \! g3 V7 ^6 g. a - reversed_chase_point = [point_x, point_y]0 v, ^1 G. ]2 N/ B2 `
- reach_point = true; break
2 |" p: _! [) N8 f' P - elsif sheet[point_x, up_y] == path_step0 s& t+ v4 s0 p5 c9 t
- chase_path.push(8)
' k3 K6 m1 t4 G2 N3 T - chase_point = [point_x, up_y]
) ~$ ~6 L/ Z8 }+ G0 i - reversed_chase_point = [point_x, point_y]% E5 f+ l# g6 Y5 t) j
- reach_point = true; break n, N6 c; f% ]" E
- elsif sheet[point_x, down_y] == path_step
# J# g" C2 v- U& ]8 g7 o3 [* ^: z - chase_path.push(2)
, t, h) p. s. g( ~+ ~ k - chase_point = [point_x, down_y]- V5 T# w0 n0 u3 i* ?& _
- reversed_chase_point = [point_x, point_y]: u! ?! a' ^" v- D8 w
- reach_point = true; break
( r( t1 d' n" d: a - end
" C4 ^$ w" ]: ~( G/ X - # 以需要抵达该点的步数填充路径表格 #2 w. I% c U8 L7 X; O5 ^
- if sheet[left_x, point_y] == 0 &&9 `% ^0 b" q# f" o" \7 M
- $game_map.ship_passable(left_x, point_y) &&
! v1 K- F0 D7 O4 A$ |# _9 Y - !collide_with_events(left_x, point_y) &&
- _" \ n5 U4 R3 Z0 `$ H5 ]( C8 N - !collide_with_vehicles(left_x, point_y) #judge_end
' J' r+ T0 g$ Q% g+ o - sheet[left_x, point_y] = step
, y- y& Z, }" @. p - draw_path = true6 n8 p' Q/ }- ^( L' S- ^
- new_start_points.push(left_x, point_y)
: I6 n6 e% `6 u1 j - end
# H5 v2 s4 v( m+ M6 L - if sheet[right_x, point_y] == 0 &&& |/ j( n7 q0 @% }3 B( c3 a
- $game_map.ship_passable(right_x, point_y) && N; Z& g0 E3 B8 d. r
- !collide_with_events(right_x, point_y) &&
4 X! b% N/ Z. x& Q - !collide_with_vehicles(right_x, point_y) #judge_end
) |8 Q2 E- Z. z+ t( ]7 J* x - sheet[right_x, point_y] = step( C( T' k, S: x( E. {
- draw_path = true6 ]& m( ~7 g( N" C, D c3 e
- new_start_points.push(right_x, point_y)! @4 m; D/ S( D$ i" [$ m- T
- end: v: J* q( m& d% I
- if sheet[point_x, up_y] == 0 &&. C6 P; A, G @4 j: P# i( ]3 t
- $game_map.ship_passable(point_x, up_y) &&
, j% ^- L8 u, q; V7 | - !collide_with_events(point_x, up_y) &&
- v0 S+ W0 `( Z2 G9 ~, r$ [ - !collide_with_vehicles(point_x, up_y) #judge_end w; j& K" u7 |+ j
- sheet[point_x, up_y] = step
: ~7 ?5 ~$ W7 A( ~0 p1 o) X" H - draw_path = true
6 P! M/ ^9 ?3 o9 g- G# h - new_start_points.push(point_x, up_y) M4 u0 X9 X6 y- y8 m& s
- end
2 v; @; |/ i' M% R7 b4 o - if sheet[point_x, down_y] == 0 &&
% U. B/ U' @* n, l# v0 I - $game_map.ship_passable(point_x, down_y) &&
' M4 ~% k0 f; b# d) ]$ z4 _ - !collide_with_events(point_x, down_y) &&
* G, d+ {1 @1 E1 o! |6 j7 N. Y( T - !collide_with_vehicles(point_x, down_y) #judge_end, ]2 d% g; [5 E7 i# q
- sheet[point_x, down_y] = step# d$ M+ K$ z& z4 K% ]7 x
- draw_path = true
- Y% d: l R0 Z, A8 B - new_start_points.push(point_x, down_y)
+ e1 J R( c% \" n) y+ ]+ Q - end" k, H" Q" l, |( H$ D0 _7 S- ?
- end#endOfLoop2+ B- l x) v/ \* ]( l& D) H% o
- break if !draw_path reach_point
8 O9 ~0 G6 r: ] ]) J - draw_path = false
' d$ ^1 a8 L# s% q" Z% N V4 C - check_points = new_end_points
% }6 v5 v2 m4 i - new_end_points = []/ l9 V! {1 w- E6 m& h e
- step += 1
) K# m1 A; U6 ` t3 s& ~ - break if step KsOfSionBreak_Steps &&
' b( v: n7 c7 G$ `4 K! }1 ]' I - !Input.press(KsOfSionFind_Path_Key)) [4 ]( g* a* A) W- l" e7 m B
- loop do #loop3 从终点开始反向填充
1 S8 h! x4 s ]2 t - point_x = check_points.shift4 V) m' r( [ ^ l. y+ N5 Z
- break if point_x == nil
: q1 Y2 d( p5 t$ Q6 B - point_y = check_points.shift
y: b# D, o: V. w4 `7 B - left_x = $game_map.round_x(point_x - 1). F5 [9 H/ q; l" G$ S: g( I; |" S
- right_x = $game_map.round_x(point_x + 1)# w- G* Y, D9 O( \. t7 y9 @* ]
- up_y = $game_map.round_y(point_y - 1)' T1 U2 O! P/ g: ^0 @) [
- down_y = $game_map.round_y(point_y + 1): n& L' S8 G# b( o3 ^- M8 ?
- # 判断路径是否连通+ `& o# D% X& e
- path_step = step - 14 {) _6 c( I g* e& j, e2 r& V
- if sheet[left_x, point_y] == path_step
) j5 C) ]- O3 g4 z9 L - chase_path.push(6)
/ R' @( ^) y& x5 A5 W+ v4 a - chase_point = [point_x, point_y]3 H$ _3 [5 q$ h
- reversed_chase_point = [left_x, point_y], R' w; y7 c9 Q9 {+ j! Y0 v
- reach_point = true; break. z* ]" g% @; n" e
- elsif sheet[right_x, point_y] == path_step2 f! j: g: Z$ y. u! r" w% j5 S0 \# H0 ^3 A
- chase_path.push(4)( S4 ^5 |* Y5 F7 ]" f$ {
- chase_point = [point_x, point_y]
& q% u6 G5 K# M* v/ I0 V7 Z/ c - reversed_chase_point = [right_x, point_y]
* J$ p/ z$ r2 R* e1 I9 Q5 B( h - reach_point = true; break
, E3 S: D7 a. j - elsif sheet[point_x, up_y] == path_step2 e, t0 M% F& \( z. e/ A3 l# }" q
- chase_path.push(2)! V! y9 W) e3 Z& s4 U; l' `
- chase_point = [point_x, point_y]9 d7 Y- _$ o2 V7 N
- reversed_chase_point = [point_x, up_y]& Q! }! _2 T* F& l% c; I7 m
- reach_point = true; break4 |/ w: q7 Z W
- elsif sheet[point_x, down_y] == path_step# x2 G( M/ D" ^/ q& N( A9 @/ D
- chase_path.push(8)
. X$ T' ?( f2 R e" q0 N' | - chase_point = [point_x, point_y]
' G$ ~7 D1 O5 o& k& b' ^ - reversed_chase_point = [point_x, down_y]* P7 I+ K/ H7 }1 b) v1 `
- reach_point = true; break
' \; G3 {7 d: F0 x) d1 k - end% }$ V) C& h6 {) ^; [
- # 以需要抵达该点的步数填充路径表格 #) h6 }: |+ g4 `" h
- if sheet[left_x, point_y] == 0 &&
: z3 ~$ E. `0 q# H3 g! B7 |' i$ j - $game_map.ship_passable(left_x, point_y) &&! P/ @2 t7 ]% b8 G3 q* y
- !collide_with_events(left_x, point_y) &&, y. `; `6 W) C2 p8 s
- !collide_with_vehicles(left_x, point_y) #judge_end
6 d; G3 R5 B5 D d( C/ A - sheet[left_x, point_y] = step4 ~$ o" F# x( j7 D3 u0 T6 H7 q
- draw_path = true& N4 |: y; t* \$ a; ]
- new_end_points.push(left_x, point_y)
( r1 p+ ~& | U - end
; }* Q8 l8 ?1 ~/ J/ ]" Q# d+ i! Z - if sheet[right_x, point_y] == 0 &&
' a! l) r3 Z) G - $game_map.ship_passable(right_x, point_y) &&
0 q. f: w( r* i9 R) z, z5 ]+ ? - !collide_with_events(right_x, point_y) &&) \/ ]- c2 ` k/ Z6 a
- !collide_with_vehicles(right_x, point_y) #judge_end
C1 W6 D! R* L2 Q; c - sheet[right_x, point_y] = step
% X% N A& X5 o ]" c - draw_path = true4 Z s. F# o/ p% D1 w" d
- new_end_points.push(right_x, point_y)- ^- P' l1 c4 [* C" }) L/ w4 |
- end) M. y( G: S" [/ w9 @ }
- if sheet[point_x, up_y] == 0 &&
( P0 e$ h/ ]2 n8 V# M2 B - $game_map.ship_passable(point_x, up_y) &&
% @$ C) {) g) E, h5 w2 V - !collide_with_events(point_x, up_y) &&# P4 ~: r3 L$ I1 X1 b& [0 U
- !collide_with_vehicles(point_x, up_y) #judge_end! g) e2 k% ~, }$ T: m$ N
- sheet[point_x, up_y] = step
, N* v, D# d4 _; R }( W6 h+ ^$ Y: l - draw_path = true, C$ b" n: h+ Y1 T8 C& R ?7 g
- new_end_points.push(point_x, up_y)0 O; ?0 R6 {! A/ K6 V# j$ s
- end
; u! Z6 H5 e# V& A/ a+ ?& z W2 _ - if sheet[point_x, down_y] == 0 &&
) F) y8 |* m/ U5 e# R+ \- j - $game_map.ship_passable(point_x, down_y) &&) I, T* n- @+ v9 ]+ C) D
- !collide_with_events(point_x, down_y) &&
, U. d& A4 P9 I# H - !collide_with_vehicles(point_x, down_y) #judge_end- g; N. \& R/ C+ O5 N* g# K* w
- sheet[point_x, down_y] = step
8 r/ f5 m/ e6 h# N5 G$ I - draw_path = true
6 ]2 n) {' |( _1 u - new_end_points.push(point_x, down_y)
) ?* C9 u4 J. v - end: d$ B% {. Q/ d6 h5 ?$ ?
- end#endOfLoop3
, C+ K: b& {# A - break if !draw_path reach_point
( }1 h3 r/ i4 \0 B0 _ E - step += 1+ Z% ~( s3 m3 b; p
- end #endOfLoop1 路径表格填充完毕: v" G4 X% v' K2 M- ~1 w0 i
- $mouse_move_sign.transparent = false
. X9 @1 g, t1 c: o* M+ ^2 C - # 判断指定地点能否抵达
* l& g/ a$ c m* Z1 x, `; j - if reach_point9 i( k3 d- @/ P5 _
- $mouse_move_sign.direction = 2
7 S S; W0 Z% e: n7 K - else
: ~9 t# N1 j5 S1 L, g* o - not_reach_point9 Z* g( k( R3 u3 G( X+ ]" }
- return) V$ n6 s5 r1 G) Y! \& a6 l* D
- end
% F& F% c4 A3 r+ |) t - # 根据路径表格绘制最短移动路径(正向)
7 ^; ?0 J0 A% `. `) b- I: P - steps = step 2 2
7 E3 d$ t8 v. U$ L - loop_times = step 2& t. H; U7 q; Y B) x
- point_x, point_y = chase_point[0], chase_point[1]
3 f2 ?. P. Y6 U0 Z# B, n8 u- d - for i in 2..loop_times # forLoop
. C& j: c" l* N. k! ] - steps -= 2
3 M( n9 m$ G& ] - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs2 y# L" ~8 P% p
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps G5 @& K6 E' U' V# u9 D- w
- chase_path.push(2)+ C8 s s/ t# D/ W, s) H
- point_y = $game_map.round_y(point_y + 1)" {% ?& O+ C) o4 I6 u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
& k1 J( G; Y7 {/ @ - chase_path.push(8)
3 e) l! F Z$ X3 n4 V# x; s K - point_y = $game_map.round_y(point_y - 1)
& W `2 H% A9 R - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
% k2 }; \! I ]9 w) |- Z i - chase_path.push(4)$ g7 t" i% P! \* U8 H9 K1 q
- point_x = $game_map.round_x(point_x - 1): d Z8 u/ e& v9 L3 ~
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
/ w: G( |# q. t- |6 ?+ v1 E - chase_path.push(6)
! V7 y5 V+ a" c - point_x = $game_map.round_x(point_x + 1)! n4 u" m: J6 W
- end
( \& M: L3 x4 l: u/ j# F+ Z - else
6 b; X/ V# j+ V - if sheet[$game_map.round_x(point_x - 1), point_y] == steps9 h4 w( u3 p# x! @* ^8 P* q
- chase_path.push(4)
7 ]9 |9 x- D; ? - point_x = $game_map.round_x(point_x - 1)# O# W, L- u, V6 K4 P& C/ b
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps9 w" A0 W$ V8 u) f+ p
- chase_path.push(6)
+ \2 ^) v+ o# n/ J! s- n* ^ - point_x = $game_map.round_x(point_x + 1); _8 @: J' t$ b7 t, L& R
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 p4 _2 \" Z# R: A: k+ `1 k$ G- o/ G - chase_path.push(2)
- v' R( g/ a6 X2 e0 W - point_y = $game_map.round_y(point_y + 1)
5 P' f7 J2 O+ R% i2 l# @ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps' w" T) N9 o: ]+ P
- chase_path.push(8)! L6 b% J" N+ M( C6 _' d9 j
- point_y = $game_map.round_y(point_y - 1)
6 c+ L- i" f0 _# O, p5 x - end
+ i6 v) {0 ~( k5 H3 S - end
; n( }2 T+ M, [. }6 ~: t, |9 I - end #endOfForLoop8 }8 u' J5 c* X# b9 S- @ B
- # 如果指定点无法抵达或者登陆; {6 v$ v+ w. E! W
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
+ S+ p6 g6 @* `. A - # 根据路径表格绘制最短移动路径(反向)2 B( e5 Y# B+ `
- steps = step 2 2 + 16 F' _: J6 W& I" z" r
- loop_times = step 2) v' g$ {: k6 H/ o/ X' J# X; E/ |
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]' l/ M, D) s! u \6 i: x6 U
- for i in 1..loop_times # forLoop
0 k8 t3 Z& K# O5 x5 K3 S - steps -= 24 p6 r$ u1 X3 Q4 A9 B
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs# Z/ d# W" A: r5 b$ s. v0 w" J
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps) J# A" p; P, S& j. R6 W
- reversed_chase_path.push(6)4 h8 A: c( G$ N
- point_x = $game_map.round_x(point_x - 1), W# a1 }" Q* l: _+ a
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 I5 x7 A2 g+ N2 z2 B8 z
- reversed_chase_path.push(4)0 |) V1 o+ _0 K: C5 J0 Z; w0 ~. a
- point_x = $game_map.round_x(point_x + 1): O! s; |+ _2 v9 p/ ^! v( N; [
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps" B& @" f. [$ |; ~& g1 J
- reversed_chase_path.push(8)
g6 M; S9 [7 K) l+ w& f8 a - point_y = $game_map.round_y(point_y + 1)
% V9 n. H' k% M" |( ~# y) J - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
% h# |# M0 L. u( d$ U; f - reversed_chase_path.push(2)! h8 D% w, L7 w4 q1 Q
- point_y = $game_map.round_y(point_y - 1)
' d% T1 [" `* f8 s: \ - end
( D( s# V8 b3 F F% u) z; } - else
" [0 Z0 h* i+ f/ K8 K- k - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
+ [9 T$ q( S% U - reversed_chase_path.push(8)) j; H3 R2 N0 V7 Y
- point_y = $game_map.round_y(point_y + 1)0 d* K6 {9 ]0 h' W4 [! _: d* @6 M
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps1 h* b) n* U1 Y+ u- ?: n# I- {
- reversed_chase_path.push(2)2 |) A) T) A* O: t$ p( }6 Z L
- point_y = $game_map.round_y(point_y - 1)$ A. Q r2 m) w0 O/ P' {* |6 i
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps- B7 N1 c' k! {* f& c- k, |
- reversed_chase_path.push(6)
( |* |; w8 M. e) Q1 H - point_x = $game_map.round_x(point_x - 1)
9 Y8 r1 m! \; p! S - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps- D( p5 R; S" u* e9 v z. E$ y
- reversed_chase_path.push(4): Y: @! ~( X: b' ~5 W. b1 S- N
- point_x = $game_map.round_x(point_x + 1)0 R2 M- k' l+ e" t7 L/ M# A4 T" z
- end
) B4 {) t5 {( S% j5 o+ E z - end7 J; R$ W( w4 _8 C5 L9 D) Q5 r
- end #endOfForLoop2 Z* z, w% l( U
- @mouse_move_path = reversed_chase_path.reverse + chase_path
0 R/ o( H* k4 l7 D - end#ship
% K$ m" `, V/ u, Y1 \# M4 V/ a - #--------------------------------------------------------------------------
- _4 B, X1 X4 P - # ● 绘制airship的移动路径 @array[move_directions...]" h7 [" S' q/ B$ F6 i) o
- #--------------------------------------------------------------------------0 N: x( `/ f6 j; s: A
- def draw_air_path, [+ p0 N) b. Z* j1 a/ B7 q }' H
- $mouse_move_sign.transparent = false# T6 h. `5 x: E9 ~5 |' q% P0 l$ C
- # 准备绘制路径表格. S9 G# C- ]9 P2 _
- sheet = Table.new($game_map.width, $game_map.height)+ K! {/ J7 j. `, }1 O/ `
- new_check_point = [x, y]; sheet[x, y] = 1
' W+ E( Y8 b' |" p3 W - reach_point = false; step = 26 P0 n$ `0 u* ^+ A: K9 D) x, f
- loop do #loop10 D1 `9 o3 g/ q, H5 d2 {/ I- q. X
- check_point = new_check_point+ A: S7 D5 z. m+ k+ V% F
- new_check_point = []! j, ~) @* w. Z
- loop do #loop2: n$ G& l. F) v
- point_x = check_point.shift
/ u' Q1 B; b6 o7 }! @/ D - break if point_x == nil
4 p2 I1 a3 B2 M. k - point_y = check_point.shift
; e7 g/ M5 k) y9 G - if point_x == @moveto_x && point_y == @moveto_y- b7 C+ w9 t" H ^9 ]
- reach_point = true; break
+ d: Q+ @# H$ U9 {) X9 M - end! K' L9 N1 T) i/ l, J% n
- left_x = $game_map.round_x(point_x - 1)
, ^( ~& i* g/ I - right_x = $game_map.round_x(point_x + 1)
/ y3 r: G n8 |: v! s8 T - up_y = $game_map.round_y(point_y - 1)
6 C0 b% H( t- @. Y3 C1 t - down_y = $game_map.round_y(point_y + 1)
- k! }& N* i5 u' F" }. u - # 以需要抵达该点的步数填充路径表格 #
' _7 c0 N! ~, R; a9 y - if sheet[left_x, point_y] == 0- a* `" W! c5 h
- sheet[left_x, point_y] = step! F e- C) t2 ^6 e' x8 m
- new_check_point.push(left_x, point_y)9 O( `0 Q( V- W5 x1 ?
- end
T: l" { r5 G) U7 L - if sheet[right_x, point_y] == 0+ g. B+ n5 K- C0 T; F+ ]
- sheet[right_x, point_y] = step0 }% X8 E( x' U
- new_check_point.push(right_x, point_y)
& Q# ]1 E- D5 ^" M - end
& m }, d2 d0 r; P4 d6 W - if sheet[point_x, up_y] == 0% g" t- z4 W& r" D$ a, {* }2 `; s
- sheet[point_x, up_y] = step1 y% {$ O5 p, E$ f
- new_check_point.push(point_x, up_y)2 H* p& d3 M! ^: O
- end
e5 \& q% D& o: H+ m - if sheet[point_x, down_y] == 09 l" b- c* {6 T$ h F: A
- sheet[point_x, down_y] = step
$ k6 }# \) H2 X1 b - new_check_point.push(point_x, down_y)
# o* }* {5 S$ S+ x; s# i V - end0 d) H' I y" m
- end#endOfLoop2
5 v/ Q8 I- Y" n, y - break if reach_point/ R# {0 y" A9 F7 Z; g) x- U' r* Z: j
- step += 1/ O, T0 R- G: a2 M% M5 l I* K
- end #endOfLoop1
( ^ X) ?/ u. i" M- B% z - # 根据路径表格绘制最短移动路径 #5 p& g. V# F$ C. G
- reversed_chase_path = []; step -= 1
( L: _) G X3 \" O& Q' k$ P$ o" { - point_x, point_y = @moveto_x, @moveto_y! Z& r. C8 S* |- \2 F4 z
- for i in 2..step# l! x# O, W% f5 J9 w3 l5 R0 r: f( Z
- step -= 1
, s, Q4 W3 {. s- o8 m" ~ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs% I* s- R6 S. b# _. q
- if sheet[$game_map.round_x(point_x - 1), point_y] == step; P! g9 B& L* ?1 V: w# [& @) X
- reversed_chase_path.push(6)
: F) j3 S! K5 V6 s8 _ - point_x = $game_map.round_x(point_x - 1)
* K! g( G9 r1 ~' p - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
3 v+ C, h1 t. w7 [1 z* z' o) N - reversed_chase_path.push(4)9 { J: V+ Y$ Y) `* l- X
- point_x = $game_map.round_x(point_x + 1)2 w2 W4 R4 e: l0 E
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step u# c* ?: ^- F5 }
- reversed_chase_path.push(8)
4 q/ L+ |% q0 U1 @8 Y' F9 y9 @9 Q - point_y = $game_map.round_y(point_y + 1)$ Q) y( j2 {% Z- I# X9 C1 p2 p
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step2 f6 B1 J, ~8 e$ ?7 W, Z/ ?
- reversed_chase_path.push(2)
2 L% n3 [% G: J z1 j - point_y = $game_map.round_y(point_y - 1)
8 W( S: E( b2 [0 T, ^0 N c1 j, i - end+ ]; C" E+ h) \; t
- else7 E! ?! l: H0 E2 U; x) E
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step
+ |) E3 I j5 P - reversed_chase_path.push(8)
2 F+ a3 V% t+ ] E! T. F - point_y = $game_map.round_y(point_y + 1)
! w0 T8 A( _( }) o) h* @: s - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step% i! y4 C6 }6 f- u: s3 f2 X6 T
- reversed_chase_path.push(2)
* @+ F( X' w- z3 A - point_y = $game_map.round_y(point_y - 1)
1 r. f4 `8 J8 s% m+ ? - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step5 \4 v' `! W( s& Y. a% a; }
- reversed_chase_path.push(6)
$ e4 q6 M" N7 v# a9 M - point_x = $game_map.round_x(point_x - 1)
# U/ J/ s& f! i. {; T! G - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step" a' N: v% R. [2 T( B
- reversed_chase_path.push(4)9 i/ k% l/ X' l- s5 c# q# R! W
- point_x = $game_map.round_x(point_x + 1)! L' {" l% N0 V; k
- end
1 x f, V; |2 W/ y3 [ - end4 p3 x+ z- ~; b8 T7 X7 N
- end #endOfForLoop 5 f/ }+ `; B# K& ^( ]
- @mouse_move_path = reversed_chase_path.reverse
/ Q) |, L) O+ U6 m - end#airship
& r' R, v# M- {- _& [/ k- c3 Y - #--------------------------------------------------------------------------
; ?6 q( B a! Y" c9 B- Y - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部; K6 _8 t7 A. O' A& M! \5 I5 @
- #--------------------------------------------------------------------------0 ~0 ? p3 b+ F& x) m: v" b
- def not_reach_point
1 X j+ u" w2 ^6 ~0 r1 D8 u - $mouse_move_sign.direction = 4
) M1 c$ d2 B0 a0 y - dx = 0; dy = 0; dir = 0
4 P M% P5 U2 c, ]: M - if @moveto_x - x 0
' h0 t8 b. J' r2 b& m - if @moveto_x - x $game_map.width - @moveto_x + x &&
& U9 `( C" ?) k8 [& k' f8 F - $game_map.loop_vertical G. `# ?3 E8 I3 Q! j/ a( e
- dx = $game_map.width - @moveto_x + x; dir = 4
1 z( V6 r) ^! X; m( z. Z - else
/ H$ z2 L8 V' b7 [% V& P2 B - dx = @moveto_x - x; dir = 6
7 a4 s5 G, z) h1 w* P- U - end
( v! Q& r6 Z/ m4 H- R1 ^# n - else
9 D+ `: N6 E% d( e9 j* l5 ~6 [ - if x - @moveto_x $game_map.width - x + @moveto_x &&+ x2 z! ^0 s, y. k5 v8 r" O7 i
- $game_map.loop_vertical
) ?5 C6 f- s: ~6 d5 s. f/ l - dx = $game_map.width - x + @moveto_x; dir = 6
8 e+ y$ X2 w* j" z& D6 f" q: j - else% I& S' [ k! \4 h" n# M& E6 [
- dx = x - @moveto_x; dir = 4
* M& J! D) L4 i8 V - end+ K3 Q( a/ [; n* Y
- end
" Q5 R0 y. D/ d2 |4 M( O - if @moveto_y - y 0
! z/ l+ Z. l2 W3 A. \4 l: Q - if @moveto_y - y $game_map.height - @moveto_y + y &&
) a! r$ j! C# |: d- Y - $game_map.loop_horizontal/ b% [0 y. b4 \, ^+ a5 q
- dy = $game_map.height - @moveto_y + y. T* Y. e p5 O9 ^( `3 s
- dir = 8 if dy dx) K) C& o+ b' f
- else
* I% F' F7 h' M0 d7 c5 w# e/ h - dy = @moveto_y - y
2 t( q8 [$ v- A3 ^; p4 R - dir = 2 if dy dx
: h7 F1 G2 {8 {: V( a( P; `( |( U - end
B. A ` h; [# o4 Y/ q4 w% i" @ - else
4 ]) l1 g! ^, \; X. L - if y - @moveto_y $game_map.height - y + @moveto_y &&
% U# Q; t" e7 _6 I1 x - $game_map.loop_horizontal
1 D2 [- f, s E - dy = $game_map.height - y + @moveto_y
3 o5 P( |8 _" l; C/ ~3 {; s) {! b - dir = 2 if dy dx * u5 r% f) \4 t$ f7 }; _5 z3 ~
- else6 }" o3 t# p- p
- dy = y - @moveto_y$ k( w, r; B% }* v% Q" H$ j
- dir = 8 if dy dx
8 I! \3 g1 ^ f) \ - end
9 Z# E% d- b+ D' M& n, e* v - end/ Z8 F/ K0 V1 }6 t
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
1 W% L" {5 l& Q4 P# c1 H - end
. A7 G0 ~* h+ Q; E0 b* `, o - #--------------------------------------------------------------------------- a% w P8 f1 V \
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制' E Z9 `) f' }. T$ k# E
- #--------------------------------------------------------------------------
1 G2 o0 e3 `3 s& q) C9 C& _ - def landable(x, y, path)6 x' K/ O! @/ _2 G0 f
- case @vehicle_type
$ ]# ]% P: h$ z/ x7 {; G$ r# ~ - when ship; return $game_map.ship_passable(x, y) ) V) m( K. ~6 F s" I4 K, ^" P: k) m
- $game_map.passable(x, y, 10 - path[-1])
( C1 D$ j ?; ]" V8 ^- \# S - when boat; return $game_map.boat_passable(x, y)
% O5 Z' t$ E m. e! ? - $game_map.passable(x, y, 10 - path[-1])
& l( v. \! F/ K8 x- ~ - end
1 z& C/ y+ j+ i- n, D - end/ l: |' Y6 z( [: _9 R/ o' a
- end
$ V& h; k( b4 V - 9 W4 P b9 u3 r& g+ @# N& i5 g
- #==============================================================================; o4 ]+ g5 b# k5 D/ B
- # ■ Game_Map. Q, w0 i) |+ s k' d3 D; a
- #------------------------------------------------------------------------------% ]; M* q7 v3 A& m& z) [
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。2 }. e7 Q9 D! m5 D* h1 Z+ B
- # 本类的实例请参考 $game_map 。
P$ Q. t. @) G9 Z# \8 \ - #==============================================================================$ T( d, L# A6 S1 r6 l4 K/ z
- class Game_Map" S. H; M7 c; ^5 I9 l# b8 d; n
- #--------------------------------------------------------------------------
! h9 i% {" C/ T! A - # ● 定义实例变量/ R3 R9 z6 _8 m$ x1 O9 T
- #--------------------------------------------------------------------------
. y; h/ n! D3 ?$ i9 | - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
9 c) u9 _3 l" W" t - attr_reader mouse_map_y # 同上6 Q+ d4 h9 ^8 G
- #--------------------------------------------------------------------------- [ Z0 T: ?7 A4 B+ e
- # ● 初始化对象5 y: G4 O# S% G" g1 K& J- _
- #--------------------------------------------------------------------------+ {- } h, e% \2 a
- alias sion_mouse_initialize initialize- M) }# Q: r$ a6 C
- def initialize4 u e- p3 R* |# D
- sion_mouse_initialize
8 M1 l" V4 @* z# z; V - creat_move_sign ###+ r( }0 W5 D2 b7 i# N5 u9 l
- set_constants7 W |) S- ?/ P2 B8 ]- Z8 g1 R
- end' w7 y0 J# v( @# r! y
- #--------------------------------------------------------------------------" H$ x1 w0 T- B( N) D4 P# J6 a0 E+ J
- # ● 更新画面
5 ]* k) t# b3 l* P9 j9 r - # main 事件解释器更新的标志
( B$ P: K5 |1 Y2 k' ` i - #--------------------------------------------------------------------------" K! b& _4 `/ O/ ^# J
- alias sion_mouse_update update
- y \* ~# b; f. S e7 D# i - def update(main = false)
* m9 c; k$ Q1 U+ \, T5 r9 i! K - sion_mouse_update(main)
4 J- \) x+ d2 K3 S - update_move_sign
- @7 G8 J) m' I' H4 U# F6 w' \9 { - end
, E1 L4 a7 i& v& O, L* ~6 I5 S O' x - #--------------------------------------------------------------------------$ m' W) Y% g3 F/ g
- # ● 创建显示路径点的事件/ \5 h! J+ r7 o) I% N. `# J; K
- #--------------------------------------------------------------------------
2 }# n6 c- k2 {& c - def creat_move_sign
/ o# j' B. f1 ^2 ~4 q0 N6 }& O9 F5 H - $mouse_move_sign = Move_Sign.new8 }9 C$ h- j9 P4 g1 Z6 Q( K$ w
- end5 s' i* o! w2 i& U$ G
- #--------------------------------------------------------------------------
% @* w) F8 C0 ]& S' Y& q - # ● 更新显示路径点的事件/ o- a6 M% E" A* u' I& j
- #--------------------------------------------------------------------------
$ i. l- l+ V6 Z. E0 Z1 i - def set_constants) l. H% K9 Y' ]& P
- @mouse_pos_setted = true
( D: \9 y/ |, ]7 ?, r5 I9 w - @set_pos_prepared = false! H8 g/ S5 |! @: e
- @mouse_old_x = 0- R5 S0 f7 h' o* o, r! \& u3 M
- @mouse_old_y = 0% k/ Z. U, o* K6 f0 s' b
- end- C+ T8 x+ L. t) D4 [
- #--------------------------------------------------------------------------
5 {3 d( h3 `& ^$ w, ~ - # ● 更新显示路径点的事件' ~* P. g. }; `! U% e1 W7 F
- #--------------------------------------------------------------------------, ^$ k* c% w9 n5 e* z; P+ r
- def update_move_sign
6 k/ N8 a& h! T. _ - $mouse_move_sign.update
7 \- T, f) s- }1 b - end- C- B% b& b+ ^6 g9 O, \
- #--------------------------------------------------------------------------
6 |# X r0 P- _+ S* L; S - # ● 获取鼠标位于的地图块的x、y坐标
1 a j4 g1 `( O/ ] - #--------------------------------------------------------------------------6 e& C# ~0 B4 s c+ h/ X
- def get_mouse_map_xy
5 ?3 `- O% _7 [9 a4 e8 x- s - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
6 ]# f- }1 X. d# {3 B3 J0 N - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
$ a" J ?4 e) Z" C - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i): i P& u% k' m
- end( y! C+ A5 Y% J" J+ x
- #--------------------------------------------------------------------------$ L/ \: b; n* \. ]9 S3 ?) B8 j
- # ● 返回地图画面时重设鼠标坐标
. r& Q) K$ `& a% Z( s0 w- P, H# | - #--------------------------------------------------------------------------
" ?7 ^" g- m2 A& i: D* @ - def reset_mouse_pos
/ s1 W" m g& m/ ^" l - return if @mouse_pos_setted' k* J! g5 i' n) W, m& u3 t
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
, i* H, L9 r/ A! T3 S/ f - @mouse_pos_setted = true
+ a9 a. o% t6 V! G - @set_pos_prepared = false2 B6 o3 k- n7 d# |3 Z# y6 s. _
- end
* O* I8 E$ @' f1 j# ` a' k - #--------------------------------------------------------------------------* _: J; K6 T- z1 t
- # ● 重设鼠标的坐标
) H2 I' e! V# k1 S1 N - #--------------------------------------------------------------------------
3 j( X5 ]) ?3 z. z0 k& e - def prepare_reset_mouse_pos
) X9 W: }2 u1 f - return if @set_pos_prepared6 o$ j& {9 T. c2 y' [: D1 M
- @mouse_pos_setted = false
/ C# p K& `- \( T* n% O& z& d& @ - @mouse_old_x = Mouse.mouse_x6 E& z; n2 _ b ~; c7 u: q
- @mouse_old_y = Mouse.mouse_y4 ^- Y1 p7 ]) q) v$ l0 v$ M7 o2 k4 ^
- @set_pos_prepared = true/ @. @, i0 z3 ?; n$ {: f& ?
- end
2 M& Q$ d9 b/ @ - end8 e8 X) h: V, p# N. b& t( a$ R" C; o0 P
- ' x* C+ |5 z' N: Y# ]. p( L: C/ X: h. f
- #==============================================================================) `: F3 T5 N. s2 v) U( v/ P
- # ■ Spriteset_Map3 r7 ~' i+ ]# g
- #------------------------------------------------------------------------------- C* Z- J5 J* a! {/ s G: w D
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。; `0 p# \3 a8 K# A- a/ e
- #==============================================================================4 _; M: `" I- O+ x6 T; w
- class Spriteset_Map9 D } F% y* f1 O: N1 @0 ?
- #--------------------------------------------------------------------------
; X. S1 a1 J: [3 G; Z - # ● 生成路径点精灵
3 V# u" y% U1 n- J0 [ - #--------------------------------------------------------------------------
' Q) b* i$ L# ?, v0 ^$ C) d - alias sion_mouse_create_characters create_characters
* O8 a2 Q3 N; I' m" M% p4 Q$ k - def create_characters
( B: ^7 u* a2 x, {$ X- x y" F) ^9 } - sion_mouse_create_characters5 x: D: b6 H, G* L& \: u7 k% `
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))" ^& o# }0 C. `/ S
- end
; R+ p. E' S' E- V' R1 | - end) M9 ~) `; Y/ w# b" M
- , {0 j/ y! {% U, c5 `: ]" ^" @, u7 u
- #==============================================================================$ h. L" t3 [$ K& K/ \8 \
- # ■ Scene_Map9 n; r% d8 f) _4 V/ m& F1 ]7 d9 W
- #------------------------------------------------------------------------------
4 `0 {" C. p$ b/ m, T - # 地图画面4 G( m% {# A2 y# d- G
- #==============================================================================0 [" X# I+ D4 P1 V! f% J
- class Scene_Map Scene_Base
6 r( {: @- x: D4 S" \8 N2 @, D - #--------------------------------------------------------------------------
1 K# [. f4 u1 Q1 h- C4 ~ - # ● 画面更新3 n- i$ P, |5 [3 J/ q4 x
- #--------------------------------------------------------------------------6 U8 \ y4 J- J$ [. @$ J
- alias sion_mouse_update_scene update_scene
/ d$ y; I$ X- q. t - def update_scene
7 \1 w7 O+ X/ Q c! _+ p8 b - sion_mouse_update_scene) F7 I& \$ [9 Z6 o
- update_mouse_action unless scene_changing
9 I, X4 W! I, z+ L% r v0 E8 q" _ - end& T! V: V# B! u+ e
- #--------------------------------------------------------------------------
+ T/ r3 Z! M0 ~ - # ● 场所移动前的处理
! ]5 x+ l! `9 a0 R - #--------------------------------------------------------------------------9 |2 G7 e4 Y$ W7 f( ~
- alias sion_mouse_pre_transfer pre_transfer) {4 T$ V9 {& T3 L
- def pre_transfer
& a' P7 _4 n4 d - $game_player.reset_move_path. K& A) `& _8 W0 A) ?$ x
- sion_mouse_pre_transfer) O' P$ v5 k$ M) H1 E4 j4 \9 _' @
- end
4 _$ S; @* O' O3 I" g1 E4 o - #--------------------------------------------------------------------------7 B. e/ @* Z, N3 S
- # ● 监听鼠标左键的按下
. h' R# t6 ~6 T0 K - #--------------------------------------------------------------------------
( q- M/ d* d3 W$ _, Q- Y - def update_mouse_action
( w( I9 N+ v$ x6 h0 U- q* n5 A$ ` - $game_player.left_button_action if Mouse.press(0x01)
+ ~6 ?$ g' M; V - end+ C1 i' F' M4 ^3 G
- end# `6 O `; R: \9 u
3 L- q3 l! A* w* ^- #==============================================================================3 Q* Y) f% E( i9 ]8 q# Z6 G
- # ■ Scene_File
6 p, q1 q9 |$ F; b2 D - #------------------------------------------------------------------------------
( O @+ U' G$ i- @9 [! \2 G) {2 O - # 存档画面和读档画面共同的父类, L# Z. R7 v3 z" E0 I. m8 p
- #==============================================================================
5 F$ [4 e( Y0 n: c6 U - class Scene_File Scene_MenuBase
. R1 b! W! |' k* B7 u6 z7 k3 |) E - #--------------------------------------------------------------------------
( a/ f, s: A- @% ^* u) l - # ● 开始处理( N* q) P7 p4 g' E9 W5 B9 H8 R
- #--------------------------------------------------------------------------+ W0 l: a$ d/ Q& W
- alias sion_mouse_start start. m, N: ~$ W( ~, K
- def start
2 R+ }/ Q; ^+ m7 D - sion_mouse_start1 P0 ^8 _, ? U/ q
- @move_state = 0
4 w: ^6 p. I' f; a1 c2 t - set_mouse_pos* s; X2 U. Q* W8 S3 L% r* u9 h4 V! \
- end6 z; f3 E( y5 I, {( ~' ~
- #--------------------------------------------------------------------------, }% x3 v' }3 J$ {. K, u) r
- # ● 更新画面' n! j! @& R1 A( Z1 w
- #--------------------------------------------------------------------------! R4 q5 k7 Z& N: ~3 M1 X* J
- alias sion_mouse_update update
# n( S! R, Z m9 ^1 s$ F! a' \ - def update! e9 ]2 E, `+ k) s1 r: W# ?5 ~' G- C
- sion_mouse_update
2 L! P8 f O3 V% Y - Input.dir4.zero set_cursor set_mouse_pos! g% Y! {( @2 |& i
- end
9 u/ `( s& E; W1 |# [6 X+ s - #--------------------------------------------------------------------------
& P9 W. ^ Z% o8 U- I3 ^/ A. H3 d - # ● 更新光标9 a! ]4 X p& {3 Q: t
- #--------------------------------------------------------------------------- C8 }$ H( [8 Q P8 Y( N8 j" s. [
- def set_cursor. n8 P9 ?5 N' Y+ Q8 q
- @move_state += 1
8 j8 q# W! G8 `& _( L - last_index = @index! ?7 v9 a/ h' k. }9 n
- if mouse_which_window == -2# {; T2 B$ v4 d/ l) I ^/ N% a
- if (@move_state - 1) % 6 == 0
. F" E% f* J+ ` A1 X5 f - @index = (@index + 1) % item_max if @index item_max - 1% n: \; Y& U9 ~/ J
- end5 M. g$ Q+ R, \! Z6 z
- elsif mouse_which_window == -1
" k6 {+ }. \# }& d4 s/ h, z9 _2 B - if (@move_state - 1) % 6 == 00 P) ]3 n; s$ H [7 e/ S/ X
- @index = (@index - 1 + item_max) % item_max if @index 0 ]& A* E/ U5 [1 P7 ^6 {
- end
7 b9 w. O4 N1 n7 P, f - else, y1 [" H( f' x( z2 g) Q' d' C- M
- @move_state = 0$ ~, k( h3 X/ x; G
- @index = top_index + mouse_which_window
$ l- |3 W5 M6 A& v" ] - end5 O' h Y9 Y3 A8 s' ]) I' Y, b
- ensure_cursor_visible
* @4 M1 B- `" S4 ^3 x9 \/ ^8 p - if @index != last_index
: [' C$ ] Z" i7 y H5 H - @savefile_windows[last_index].selected = false
2 U& K8 H# n# {1 H, D - @savefile_windows[@index].selected = true+ ~. _( D- Z. ^7 t& a5 T* l" _* N$ w
- end
& m6 Q! p0 P% ` - end
& S' N/ [% {+ j) d1 L - #--------------------------------------------------------------------------/ P4 b' k1 i/ r
- # ● 判断鼠标位于哪个窗口
2 v! q$ z0 k! r$ W - #--------------------------------------------------------------------------2 M4 ]8 ?) `$ D+ Y! h) u% M
- def mouse_which_window
8 l# r% n4 v8 O# t. ~ B/ z1 q - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y. B" u( a$ N4 r" W9 I
- if mouse_y @help_window.height + 14
~% r+ `, r( ?) g. c7 n - mouse_row = -1
8 H6 y) h, _$ Q0 |+ [# K5 h; L+ y - elsif mouse_y Graphics.height - 14( j& ~: G- s' k4 c$ r% i
- mouse_row = -2& Z4 e( N7 }1 J( R, A2 r8 a
- else$ E7 a2 q1 O/ n7 |; Z
- mouse_row = 4 (mouse_y - @help_window.height) - ^4 }5 s5 k C: F
- (Graphics.height - @help_window.height)
% h" ?; g+ r) i: Z - end6 G: S9 c8 W$ }9 F1 ?9 l( S* D
- return mouse_row
/ @6 A% }: ~6 t/ R* J - end
/ C8 n! U" @( E7 t, t' H8 K - #-------------------------------------------------------------------------- h" [, b ?- f# @* h" n
- # ● 方向键移动光标时将鼠标移动到对应的光标位置. W% N4 @: _- l# \. \) J7 X
- #--------------------------------------------------------------------------
: Y( O7 @! }$ ~2 ?; G L - def set_mouse_pos2 Q6 }9 ^) [4 L' X5 Z- z& J1 p, m
- new_x = 40- e/ i- ^, G" Y2 J- r- _9 W6 _% V
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
3 S5 ~/ m$ {5 k* h- f0 g - Mouse.set_mouse_pos(new_x, new_y)
4 y4 _9 n% Y- L2 p$ \ - end
. |' W; ]2 x; n7 G5 ]: [ - end1 u% g* H( a8 |
( K. @ F9 a/ x- #==============================================================================
) z7 P2 I: M2 z - # ■ Game_Event
t6 [. ]7 T& {8 ^ - #------------------------------------------------------------------------------5 J. w( T- Y* k, ^ t. k) |& g
- # 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。: j# B B5 J3 X& F8 M( u( T% F7 p8 M
- # 在 Game_Map 类的内部使用。: r# n3 c0 s, E
- #==============================================================================8 g7 l3 Y; A* p/ q% W( n) W
- class Game_Event Game_Character
: @' G! f3 u L - #--------------------------------------------------------------------------. j8 V: K: Z2 s) g7 f, h) {2 k/ I
- # ● 事件启动
+ v5 A( l D! R5 E6 A& F8 ^# ] - #--------------------------------------------------------------------------( A3 d$ X. p/ V$ {/ @
- alias sion_mouse_start start
+ L( G% R$ G4 E# {$ M2 |: k" H - def start0 l: d3 N6 _( w+ D
- return if mouse_start && !Mouse.press(0x01)
: g# i2 g- @9 f% e - sion_mouse_start
+ |1 R; N1 p( Q. B - end; Q, T, C+ s7 E( f
- #--------------------------------------------------------------------------
X6 X( r& B3 i6 i8 Q" P - # ● 判断事件是否由鼠标启动7 {" E: g2 g3 ^/ Q( g; ~9 ?, R# l
- #--------------------------------------------------------------------------* w( i7 M$ |& Q( r
- def mouse_start- W( a8 v% B$ u) A
- return false if empty% t$ x+ D7 G4 T& T
- @list.each do index; i7 l8 h. y1 n! s$ k- T
- return true if (index.code == 108 index.code == 408) &&
# P, q; z s; f6 @' G - index.parameters[0].include('鼠标启动')
9 f# F' p& H& I C9 h - end
1 p' w, |1 V2 ^( ^- A - return false5 E3 _* P; o+ E+ h
- end
- i! L8 h% H; R j - end
+ E! t) X o; J; }& d, Z
+ \7 _3 L* |: S( H/ M- ####泥煤的height6 O. I0 o) H5 {, v. Z; t0 |
- # @height = height
I- y" C' `/ b8 ~/ W9 k
: ?8 M) o$ w! u4 t+ X! N* F- class Area_Response
& P5 c0 l' @1 ?# M* F - attr_accessor type
% q% u% n! n% k1 x$ \8 }" U" _- q, O) e - attr_reader ox
1 r9 A( G1 ~) O# ~$ T6 ? - attr_reader oy1 {# S; l. ]' d& q9 `& [
- attr_reader width
" [: j8 [7 r7 @- w - attr_reader height
5 M1 s! H( n$ f5 v' O - attr_reader switch_id
L2 w- i( V: k- z6 f - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)" z M, b9 e# A+ H' |
- @type = type3 r4 i1 M4 q0 S
- @ox = ox7 T) R! v9 X' t; ]/ {: G
- @oy = oy0 `; U1 P+ }% \2 s
- @width = width6 O) m: [3 T. o8 o. H* R
- @height = height7 g2 a; b" a) f. l% U0 V
- @switch_id = switch_id- H7 [7 s, H: s& H
- end
! R1 ~, t' Q. I - end
' E* ^) M" I$ }( \- W# D/ H( c - . b! y! r2 T. k9 I
- $area_responses = []/ [. C% S+ G L
- 5 w: w/ z) W6 H/ o6 n; ]% f
- class Scene_Map
; s* y5 c4 h1 `* H; Y1 L1 X% ~& s3 H - alias update_mouse_2013421 update_mouse_action8 c. o( v" b3 G$ x! R$ V) L9 _
- def update_mouse_action3 e. g( \( J( I/ y+ q
- update_area_response
8 w+ Z; Y1 ]# \' _0 p) m, d" A* @" r ^ - update_mouse_2013421. W6 Q% M6 j* s6 O: \% K, P, ~8 f( d$ g% ^
- end
6 r- M5 o4 K6 A9 O$ d - def update_area_response
9 l& c2 n9 `6 s% j$ ^ - responses = $area_responses$ U% E7 _* v! F* ~$ E
- responses.each {response4 u: r, u) i6 d) n! N
- ox = response.ox/ M3 B ~& R3 J, ?6 o3 Z! j
- oy = response.oy+ B0 i% U0 n- `
- width = response.width
7 y+ @- k. [# f - height = response.height+ u+ [+ K/ l* P
- switch_id = response.switch_id
; N i- j. `' O5 q - case response.type0 n) ]) u# u# }! s) d# `; x& ]
- when 0 |) L/ O$ D, C+ ?7 h5 ]
- if mouse_in_area(ox, oy, width, height)
- T& w+ P' i+ o O - $game_switches[switch_id] = true8 s3 [0 a# U4 ~% w" o- r9 T. M! F
- $area_responses.delete(response); w( n8 v8 v% v* p% |
- end
/ w& p0 Q6 W' z1 M - when 16 Y' N* [: u. Z9 s# s) v
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)8 S6 D$ p$ k; l2 @. ?/ E* a6 q
- $game_switches[switch_id] = true
0 a1 L8 ]* H: @( @ - $area_responses.delete(response)
- K. @$ N! n* {* T( R - end
& @6 T; [* I+ I% H - when 28 N) Y" W/ C1 X' S' v0 c( E
- if mouse_in_area(ox, oy, width, height)
) H) R3 l5 ] P+ s - $game_switches[switch_id] = true
( I! f4 l) K( h. g$ x0 y - else* q* D; ?0 i2 E9 o$ T3 k5 f$ `
- $game_switches[switch_id] = false0 d; P( z2 `' A1 }8 T N7 L
- end
) r5 d, S# T' {* y - when 3
- J2 z# A2 ?. @( p+ ^8 ]6 o4 k0 l - if mouse_in_area((ox - $game_map.display_x) 32 ,
1 A2 U3 K, ?7 ~" N G' q3 X f - (oy - $game_map.display_y) 32, width, height)' t4 R# a) E& M6 R( F+ Y
- $game_map.events_xy(ox, oy).each {event9 f. m, Y, a1 o. ~6 T1 j
- event.start
7 V$ W+ M/ v) b - $area_responses.delete(response)" A" B" @; `0 ~& t6 Q
- return$ S: R- `$ j" W" H% n4 ^! J
- }
5 A% s$ F5 Q# N5 E* @ - end
: u4 X; O9 W9 U' |( L# z/ }; q - when 4
& [2 c$ l/ w3 ? c - if mouse_in_area((ox - $game_map.display_x) 32,* C2 Y Y3 Q1 @ ^/ _5 L
- (oy - $game_map.display_y) 32, width, height)
d( I3 j+ b" V( L' b4 y# K5 G - $game_map.events_xy(ox, oy).each {event0 l5 J9 T r: A; h
- event.start
) }4 \4 _8 d" h7 Q0 E - return
- G* R6 l. f, A! u - } . J# v6 F$ X8 z5 e& ?! A( X: J
- end% [6 j8 I0 E" {- I/ p( U; ^) }! f
- end
0 o5 o; K$ ?* p9 h- G - }
6 t" h: z) i4 a* Z6 A A - end+ N- \7 x8 c! N; h+ k( @& O0 a
- def mouse_in_area(ox, oy, width, height)6 o- K W( |- N M. U
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
; r% N% L6 X' o' z: z) {2 y - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height5 N4 B5 S5 j# A3 u" h( O
- end
# D1 V' v) ~- s; p8 I1 M - end$ e. v& p/ q, g5 Y! t! V
- class Game_Interpreter
$ \7 B) ]' Z5 H - def area_response(arg)) k' { v2 ?0 p7 D) E: J: V( N
- $area_responses.push(Area_Response.new(arg))4 i5 B$ M- Q9 h
- end0 v* @9 M% E" g! w7 O U
- end6 a0 S$ f. Q' W; D
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