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純屬給LBQ腳本:- =begin #=======================================================================, a/ Q/ O5 V- f! E
! o7 R2 g @7 w3 o$ v/ n1 k- Sion Mouse System v1.3e
" }$ Y" G, c3 M$ r& e: N -
3 X7 G2 p) P! G5 D4 M - Changlog4 {( e/ v! l- i
-
: R- ~& _- G! \7 ^; i( o o3 P - 2013.4.21 v1.3f
6 _7 E# V2 O- d# [/ v6 V - & `( V( Y6 s4 t. R2 s* L8 L9 T
- 1.3f 卷动地图 bug 修正% a$ I: s0 B* O1 ]
-
& z# [$ j! d4 A - 1.3e 逻辑优化;提供解除鼠标固定的接口
8 B5 T) N: ~8 A v- w K - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
8 @* L* \* n3 O0 J$ x- ` - Mouse.unlock_mouse_in_screen 解除锁定
2 T2 N: z1 Y$ n0 v; q1 X
# f6 C) v2 `3 _- 1.3f bug修正
( h/ K9 K" c6 b* _6 R; s - R- A; W5 c; x# L
- 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# q( V5 j' ?9 b' k
- 关闭菜单时,鼠标是否移动到原来的位置。
/ N! P, y+ {* x1 b* j
2 p+ A- V/ a% [9 m) V+ b9 G- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处1 t% \2 G N: ~! Y
- : `$ w y% e6 Y. N" H
- 1.3b 修正一些罕见的bug; l* P% o0 v |
- - }5 J, }. _% ?$ u* b- Q
- 1.3a 代码小修改;
& f4 G# ^& A7 V/ W! s0 o* s - 加入了鼠标点击启动事件的功能,- _0 K0 T. }# S/ e
- 在事件中加入“注释”: 鼠标启动 ,8 h3 ^4 R/ {2 G+ ^" G5 ~5 k: H
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
# \$ D' V* O5 Z+ L# j7 I. p - * B; G$ _- W2 O6 F! Y+ J: x
- 2013.2.12 v1.2
* r! u0 c0 Q A% ~7 q$ j& k - . Y# {& u) K- h" X8 E4 F' ]; w
- 寻路逻辑优化;& |+ d, E, U. C- m' g
- 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;
( D2 P9 ^4 |! A3 H6 P& R2 e - 现在支持用鼠标来操作载具了。
8 F0 c1 m7 d& r7 h- ?2 {. N, z% S8 p - 6 M" }; C9 k i* X% M
- 2013.2.8 v1.15 b9 k1 m/ m5 b9 n
4 E# U7 R" Y# i% x& O* u. {- 优化了事件判断,现在可以方便地启动柜台后面的事件;0 V0 K- @5 E0 f% b
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
, g+ u% k0 j5 V - 移动时,路径指示点的绘制更加稳定;4 F& w) I8 p+ ?2 ~' i7 ]* J, f8 D
- 现在支持默认存档画面的鼠标操作了。
9 r/ @: O# E, d* b7 U/ h
+ k& B; Z' A9 \8 T+ |6 X/ p# X
# l! k" m$ @' [8 S- OrigenVersion' H) Z. q* D( \( y. O3 ]
- % \- [# [( ?( ^
- 2013.2.7 v1.0
3 A6 d' U; u9 a" O/ i2 |
3 P9 [0 N4 K+ |" N3 c' G- 主要功能$ L( E6 v, ]# d( M% V
- * R$ S0 ?( y. ~" d# G
- 使用鼠标进行各种操作...
a2 i8 Y3 K1 r q4 B1 T0 o - 将鼠标锁定在游戏窗口内
6 i E7 Z# a1 h% h4 t - 自动寻路,按住 D 键可以扩大寻路的范围
$ J$ Q4 S" a, L" ? - 双击鼠标进行冲刺
* p1 ~! ]! X& ]/ c8 I - 更改地图卷动方式以适应鼠标移动
8 G; q( l& b, e0 y - 变量输入框改良" x- F' V7 g. w" s7 t! b9 S
?2 E( @, o* G3 u' `1 o- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
$ V/ e$ t6 f! A) m2 L* k - 1 x4 b2 ]* X3 d/ b- U
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹# x. X. O/ f+ v7 c& T
4 c+ o6 `2 [ @; t& r* p- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
+ m8 D, V5 t# Z% H* G
5 _9 C- f$ I0 @- h2 l/ d
. Y9 _5 W" i1 m0 r) v6 x) ^1 X' r# S- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
e3 E6 N" A8 n- E. k" a- v6 L
4 V8 c# S' B) _, C+ a# ^- + P4 \- o0 @- |- [$ U
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
) \) b, a# m" o0 A5 b+ W5 ^$ J7 p - % J& w7 V" S3 T3 _
- #==============================================================================( q& A! R. ^* q* e
- # ■ 常数设置
% e3 a" M: `- N - #==============================================================================& i0 F: W5 q" c; \
- module KsOfSion; ^, \% F4 E2 K3 V
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false# e- T- t) j& m; N o$ d$ T3 A
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
' M; `9 ^# ~3 ^* L( g( {, E- { - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false$ r; @6 o8 [$ o! f' T0 ]. X6 C. q
- 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 @/ ~ e9 e2 Q - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
+ h4 Y1 O Q D( I0 N - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧" t# P! r+ O! e0 \1 }8 r- F3 d
- # “30” 是默认显示格子数 长(17) + 宽(13)$ p2 s3 [$ Y6 ^$ v$ y% _
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键6 E( Y. T5 A/ _$ O( K: Y7 k
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D); [( O5 G5 G! b0 o: ^2 R3 c% b
- end
3 S4 |# q! m2 Q: l" V5 y! w3 U - . v. D# U8 i, b8 [" S
- #==============================================================================
/ H* @# G/ y% G4 C, g/ V - # ■ 用来显示路径点的类
2 o: `& ]" y3 }5 [$ o \. h - #==============================================================================# e3 d/ l2 m: q$ Y
- class Move_Sign Game_Character7 y" ]. _) F _. k, z% d
- #--------------------------------------------------------------------------* s% z% C6 Z+ I" k9 r* n7 K
- # ● 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4 s: U. w ^$ e7 F: S3 X# U
- #--------------------------------------------------------------------------" t2 k+ {& j0 ?. y) W
- def init_public_members
1 U: H* e4 m7 H - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹- S" q' ?. p4 T" [0 P% l9 Z/ U
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
. d5 _1 ?' w4 Y+ f/ |% l; J1 D - @move_speed = 5 # ★ 踏步速度
3 ?0 N0 q6 c4 b; e - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)& k, z& t. r8 @% Z
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
( p: A; B3 D* d( h8 B+ u( z+ }+ n - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)8 c7 |+ t! M0 B5 a
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
" B3 E% y' P- \ X, E - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
# q( S. ]5 u1 ~; s, V* W5 d% y
9 W9 N) j4 {: {2 \! A& F: ]- 2 ^, d$ L* h+ h& A* L3 m
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
9 }, Q( f5 Y) j! j4 Z
Q% d7 ?2 W, G N( u- 8 b7 j" m' w3 K
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
, S f f; n7 z/ j3 Y - unless File.exist('GraphicsCharacters' + @character_name + '.png'), u9 A1 o3 r% z1 u) L! g0 p( b
# I0 x6 o$ [& ?" d- if $no_arrowpic_warn
, p' ~6 a: u: y) b - MouseShow_Cursor.call(1)' j. E' i. c4 N
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png9 I+ \3 l! c9 w& I) p" n* v
- 0 e4 a8 c$ g5 [7 t
- “路径指示点”将使用游戏自带图片5 s& Y- l3 A+ d+ Z$ |
- 5 F' d" v7 r6 O
- 该提示可以在脚本内关闭')
+ u$ A6 C" P( X9 F$ {- v R1 w; y - MouseShow_Cursor.call(0)7 A/ m6 p* t9 E0 t% S4 K+ W4 q) w
- $no_arrowpic_warn = false
0 i) c. ?- A" Y; G& B - end& m& R; F$ {9 t+ a$ d/ x! E8 Y' ~
- @character_name = '!Flame'. |: \ J% Q$ n2 A! O. ~6 x
- @character_index = 6
5 i* f7 ]) n4 [# j2 j
% i) X$ o% Q# L- end4 t# @0 p* E, f3 ]1 v! w
- @direction_fix = false # 固定朝向7 K( U5 k" q6 a0 T( P2 Q+ z
- @move_frequency = 6 # 移动频率& J7 v4 q9 T+ i X9 x, O
- @walk_anime = true # 步行动画
) ~" h3 i f' f6 {/ W - @pattern = 1 # 图案3 G1 D5 u' ^$ H
- @through = true # 穿透
2 o- J3 a5 p9 @; c - @bush_depth = 0 # 草木深度
0 U$ e' F( H* i# z" U - @animation_id = 0 # 动画 ID
3 l) T. |; T7 U- o( ^4 x - @balloon_id = 0 # 心情 ID: |4 x. Z5 a1 {2 W4 t! z/ y
- @transparent = true # 透明7 Z6 ]. j; Z9 z2 g
- @id = 0
$ T+ B' s$ f1 X - @x = 0
, C% |& K; U* a1 ` - @y = 0! O7 N% V5 M; J; E- T+ _
- @real_x = 07 _- q" m, Z' A( S6 Z# i
- @real_y = 0) h% K' u' K1 c$ |; T% R: A
- @tile_id = 0
& \5 m, J; K9 h9 ]" G: W/ w) R- H) g n - end
$ d6 N% A R" A+ } - #--------------------------------------------------------------------------& X4 z3 F4 G: g* {9 t3 z7 N3 q
- # ● 定义实例变量* o% G5 g* J8 n o% P5 U2 X: j$ |4 Y( W$ P
- #--------------------------------------------------------------------------( Z w" g) m/ }3 ]6 X
- attr_accessor direction
+ s4 J* A/ _; h5 H e1 { - end
$ N6 X* J4 D6 N: h, C
: b9 c# Y) P9 `& p' E" w- #==============================================================================
0 U) d9 Z- Y1 ^6 c5 Z( j - # ■ Module Mouse: l; X+ j$ b5 F# G1 o+ e& @
- #==============================================================================" G: f" i3 e2 f. b% y
- module Mouse
2 L! F$ R8 `) J. E2 O5 c( B3 | - #--------------------------------------------------------------------------) n5 R0 B4 o( \" U+ r! s+ b0 @
- # ● API I/ C) g, ~# [( a2 q1 r7 ?* P u
- #--------------------------------------------------------------------------: q! w$ g. g# g* n
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
0 C; [$ C0 F8 I* K2 H - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')6 A6 `+ A- E, a2 y% b
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
2 O; ~3 k. r4 O; }$ c - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
/ c# ?3 t. Z" g/ B - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
: | \- ~% j! Y8 ]) F3 b! W - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')+ Q5 f' c+ l: l) S/ c% v1 r' b
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
7 g8 p) J' _" W7 b6 C. u8 r - Window_Hwnd = Get_Active_Window.call
9 g; r5 M9 w' O1 x4 v* k7 ^$ m
# \ D0 f$ x9 o% O* Y- class self% _9 R. ^1 U- B8 k" F
- #--------------------------------------------------------------------------
* r/ |7 z; y9 n- E& K# S" X - # ● 初始化
- M( Z1 v. p2 U" k2 S; ~0 T - #--------------------------------------------------------------------------# [; r1 x& g5 I/ @6 Y3 M/ e
- def init
; w- P3 H1 K0 Y7 Y& [; o& |; V - lock_mouse_in_screen if KsOfSionClip_Cursor
3 b5 f7 t n' G' E! ^, d- a - @left_state = 05 g4 ~4 m1 n1 B
- @right_state = 0
# [* Z; ^' w8 D; r) P( [5 h* W/ `- _" \ - @ck_count = 0 # 帧数计,单击以后从0开始
! ?( }. _6 n. Y( U$ o - @dk_count = 0 # 用于双击的判定$ g8 { p" c7 x& V8 z- ^
- @clicked = false
* _' s* s/ p3 d Q8 F - creat_mouse_sprite
6 N8 |2 j( D ^ q- s: Q* {4 l: ^ - update
: h) I" W4 S* t+ j - end
8 g( _0 t% O6 F8 z; w - #--------------------------------------------------------------------------. p( R- b4 E6 r3 A2 j& i9 l" v
- # ● 鼠标指针精灵
( F( d6 Z; k9 ~" M7 S' h - #--------------------------------------------------------------------------/ K6 _6 R Q/ H+ H# V9 i$ ?
- #~ def creat_mouse_sprite, z# y9 A( e4 X# e
- #~
, d. {4 ?2 r" e: L A - #~ @mouse_sprite = Sprite.new! \% D; s$ Z; t1 p+ e0 t
- #~ panda = 2#rand(2)+1
- w0 z- d! F% Q- W# s, H
6 ]& T; W% y) t; G* m- #~ if panda = 1) @" K. h9 x1 O ?! ?
- #~ if File.exist('GraphicsSystemCursor2.png')7 |7 D- ^/ r; Y9 w0 W
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
: O; D+ N# c. [1 l5 r5 E - #~ end#with if File.exist
# b2 G& {$ D9 \7 t& e: J - #~
; Q1 Y/ \ R; Y - #~ else if panda = 2 #with if panda=1
7 P' }% {8 d" e# F$ W - #~
: |% U( D) @4 [) S" H" n - #~ if File.exist('GraphicsSystemCursor2.png')
: Q5 C, I* S7 b0 c8 I) V - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')$ b z9 i8 z2 ^4 q4 n
- #~ end#with if File.exist( X& w% \' |9 |# S/ \
- #~
" b# c0 W3 z' k5 | - #~ else #with if panda=1$ A5 u: o. q4 z2 `4 D% m
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)& Z* l1 N1 t- o8 y4 S P2 L8 D
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
- D! s9 }- @* Y# | - #~ Rect.new(5 24, 24 24, 24, 24))
. l5 w2 p/ V- D9 l - #~ end#with if panda=1
) \& X. j/ n, \, |, G4 h J4 O - #~ & J7 p0 r6 x/ _2 h
- #~ #with def/ V0 X |1 Z/ ^- I2 t5 O
- #~ end( p2 i5 z" O: T5 f4 d
- def creat_mouse_sprite
( s2 r; X5 J& c& s - @mouse_sprite = Sprite.new* L3 K$ ~8 Y( v F" [& a
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})8 C, K& [3 _! h4 h$ A
- @mouse_sprite.z = 9999
4 @+ v1 h/ E" R. ? - Show_Cursor.call(0)5 _4 j7 ~- V; Q* g/ w" c$ z7 I( f
- end
# a/ Q; r& y+ v! Y9 g - % {% \2 k2 d- B" j& J. B
- #--------------------------------------------------------------------------
1 k! R' l4 i# q* t% [" f. E i# ]4 X - # ● 更新9 f# D3 d- L$ p) g0 p
- #--------------------------------------------------------------------------, M% x2 M& D# K/ w. l/ o5 E1 J
- def update
0 {# F. U% \8 }! ] - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos6 U; E0 n& h2 S0 U' F' m2 q
- left_state = Get_Key_State.call(0x01)
5 c5 {5 t0 z) D" `/ P% j - left_state[7] == 1 @left_state +=1 @left_state = 0
5 M+ }8 w( ]5 r. B" J - right_state = Get_Key_State.call(0x02)1 l# L% g+ t# Q, _/ g
- right_state[7] == 1 @right_state +=1 @right_state = 0
t5 B% b, W) w - update_double_click: Y q$ w) ?$ H( ^( L
- @left_state == 1 @ck_count = 0 @ck_count += 1$ m& p% t' {, f8 D+ e. r% f+ Q
- end: l4 E, Z: T6 B$ t% A& p" u
- #--------------------------------------------------------------------------
9 f; R l4 M6 S. t r! j - # ● 获取鼠标坐标
* m$ j: ^7 Y @ - #--------------------------------------------------------------------------: [- E4 v& M8 { K
- def get_mouse_pos
- c* F. ?! J# T( }. R - arg = [0, 0].pack('ll')
a7 v; K7 v% | - Get_Cursor_Pos.call(arg)
$ p T/ E2 }' J- x) h9 r - Screen_To_Client.call(Window_Hwnd, arg)
" H/ ?' H$ D' r+ F, Z, b - x, y = arg.unpack('ll'): m' ~3 D6 ^4 U# L
- return x, y! F5 c1 I+ T4 R% f7 ?
- end+ l# B9 F6 N! K Y- a- K9 V Y
- #--------------------------------------------------------------------------' M! i- ?) ?! D2 ?
- # ● 将鼠标固定在屏幕内
; ]+ o9 x" }; R' N! d0 _4 u - #--------------------------------------------------------------------------1 ]2 o% t7 k5 s; s6 l- H
- def lock_mouse_in_screen
8 @ U: \3 {- Y$ a1 m) u- y - arg = [0, 0].pack('ll')
# q: k- k/ E1 t% F - Screen_To_Client.call(Window_Hwnd, arg)
2 R* D2 G- e1 K( Q - x, y = arg.unpack('ll')
/ \# D) [6 o/ A5 k* M. \+ Q - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))- l p% X9 I. m8 W5 ?
- end. z4 C. \% y/ X( k/ w
- #--------------------------------------------------------------------------) \' ], H) O8 W# }. Q
- # ● 解除鼠标固定 l+ _& Q) Z0 S- h5 f4 A
- #--------------------------------------------------------------------------
0 Y. j( ]* {7 r9 ?; t. _; T+ s - def unlock_mouse_in_screen
: j& e3 R) u: A9 g' K1 p# O' } - Clip_Cursor.call(0)
+ j; _& @4 i m) V& F' p - end
" P8 J4 B/ `* v. R* U - #--------------------------------------------------------------------------: t, S: H4 c/ ?7 H$ j0 Q6 X
- # ● 鼠标双击判定) J% |( t% j8 H4 @) B, Q$ ~& s+ i
- #--------------------------------------------------------------------------
& w, E `0 p6 Y% c - def update_double_click* c. u; v3 J2 V4 e" e6 D1 \
- @clicked = true if @left_state == 1; R4 k; l6 ~" C
- if @dk_count 0 && @left_state == 1
- Q, R5 n* Q" A( R( W4 ~7 Y - @dk_count = 0; @clicked = false
. {6 a+ M' w+ P6 X. `# D - return @double_click = true
9 T& u: ~& z6 P" z) z+ p# L4 w - elsif @clicked
' J& v; N# X$ J# i# \' H4 j$ z2 Z - if @dk_count KsOfSionDbclick_Frame- g8 W) [- [ [" y& R
- @dk_count += 1
* H* h+ f! _0 I5 ^" R( ] - else
0 W8 X2 U4 I+ [4 w, r. _' u7 n* L - @dk_count = 0; @clicked = false; b5 W1 m3 e# j, \: {( R& G. q
- end1 y3 C" |, x1 I: [7 s# Y
- end2 X7 \5 j$ ^5 {7 w- J& J7 J4 `/ \
- @double_click = false% E! e; C# ^. H: @
- end B7 d! c/ M" Z Q
- #--------------------------------------------------------------------------
% ?% L* ?, I# S( y" N* E- J$ |; ?9 c - # ● 按键被按下就返回true! `8 v0 A9 ?: p& _! O4 P+ B
- #--------------------------------------------------------------------------
3 Q. t5 p/ e. \2 ] - def press(button)0 n- Z* U/ u6 U- \) e7 x- ]
- case button0 u' f$ p. `; r3 p* u- A0 n0 l
- when 0x01; return !@left_state.zero# j0 ]5 T* r1 I) _
- when 0x02; return !@right_state.zero! }$ [5 }% |6 p1 S+ t! [' M. }
- end) E5 b S' q; X* v, r
- return false: I, ^' I7 C7 K
- end" c0 q4 T- E9 D; a
- #--------------------------------------------------------------------------
) J4 Y: z1 O$ m - # ● 按键刚被按下则返回true
0 X/ o* t! {* b9 f- o - #--------------------------------------------------------------------------7 }9 j7 ~0 c$ q, J. W
- def trigger(button)4 z+ b2 d) G* j" e$ D! q6 G) u6 K9 ~
- case button
5 z) I8 f; t# c0 x3 G - when 0x01; return @left_state == 1
( K! U# t+ d; W# P0 B& [ - when 0x02; return @right_state == 1
' E4 k+ m6 ?- a% v, } - end' t4 p9 n5 e# J) a: s! G5 v' l( \
- return false
2 z; K' v3 p% e - end
4 [# V' A% @ {. u1 }: [ - #--------------------------------------------------------------------------" b1 o; w$ S k, f. {
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
7 v# i9 Q7 m' p/ S - #--------------------------------------------------------------------------
; B4 a: i' [% p: P! \* E& _ - def repeat(button)5 ]' k+ r2 \% K/ {" o
- case button: U3 S+ J( e0 W$ c4 f* l
- when 0x01; return @left_state == 1 3 v4 Q' U7 i" |" ~% B0 o$ c
- (@left_state 22 && (@left_state % 6).zero)+ J Q. y' b4 W
- when 0x02; return @right_state == 1
# `7 D( j4 A; X! ?' q - (@right_state 22 && (@right_state % 6).zero)0 d! X" @& k$ S( w/ ^
- end2 z% g' P* V; v6 e- p/ P
- return false0 Y. O# t! e9 a7 c* @! H7 t
- end
, W0 N* y T( G E& x5 ?" S' I; ` - #--------------------------------------------------------------------------
' O: Z7 K5 J( [# Z" L: Z - # ● 判断是否双击鼠标, v+ O& Y6 v0 y1 U4 M
- #--------------------------------------------------------------------------9 t' N; |( r7 ~% k
- def double_click
( n) T. c, Q& X/ s9 W$ } - @double_click4 g7 ]$ d9 m' L& y( G6 F
- end8 }: u6 j$ t; \5 O$ P
- #--------------------------------------------------------------------------7 W) r/ q! Z1 d# A+ t
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)9 {4 D0 S: S$ p( D# Z: p9 U
- #--------------------------------------------------------------------------) r6 v. f8 B/ \' ^" P1 M0 w
- def click_count$ w4 [. A! X$ k
- @ck_count) j6 L8 |) `8 X. g
- end9 k- @' d/ p( v* h {+ L. p! p+ C
- #--------------------------------------------------------------------------" L# j( }/ Z; V5 `- r- C- {
- # ● 获取@left_state(按住左键每一帧+=1)6 z4 l8 v) n- \" G
- #--------------------------------------------------------------------------0 s3 R8 t% o9 H! N" A# s
- def left_state
: R; y! k, z4 K' I* {/ [. r - @left_state
7 z( B9 x1 ~5 E* @# A- U - end
1 S; X3 q: t( [& p, O - #--------------------------------------------------------------------------# t, |8 q" y- [8 Y
- # ● 获取鼠标的x坐标
4 Z; ]+ K% }& _( i3 i8 H - #--------------------------------------------------------------------------; f. ?' j$ J9 _# {7 q) Q
- def mouse_x
~9 m- g% L3 S, @ - @mouse_sprite.x4 W- s9 F) b Y- i( g/ l' l: u
- end
5 Z7 P. N, O5 @ - #--------------------------------------------------------------------------
, P3 E( Y& G5 v; M - # ● 获取鼠标的y坐标
3 Z. E; _2 y" l. L; o) p7 [0 ^8 [4 ^: A - #--------------------------------------------------------------------------
( G8 F' ~; Q% x! Y6 c; ^ - def mouse_y
# ~! K# t* r$ F7 v2 e - @mouse_sprite.y% N. w+ f/ ?/ v' D6 c
- end9 c' d! b0 P1 U6 L
- #--------------------------------------------------------------------------
9 u( |* b: N/ j Y" H6 Y3 g6 v t - # ● 设置鼠标坐标4 G4 _0 S1 R1 @3 ~3 ~+ g) m
- #--------------------------------------------------------------------------
. z$ }1 ~$ K: n - def set_mouse_pos(new_x, new_y)
, S: c9 Z4 S! t' ], M" }" m - arg = [0, 0].pack('ll')
+ }) r! K) ] y. z9 z' q - Screen_To_Client.call(Window_Hwnd, arg)
5 j5 \6 C; h* s( s - x, y = arg.unpack('ll')0 \. P7 s/ n, J ~5 v
- Set_Cursor_Pos.call(new_x - x, new_y - y)
" E' C' V* Q9 O6 @ U+ ]/ B - end
1 D! K' t" P) k) P - end #end of class self + b5 b" v1 F c8 E1 n$ F0 n l
1 e2 a8 |8 p0 C- g9 F- end+ Q1 P* D& \8 A' `
# u; @* t3 e& R8 ?6 l- #==============================================================================
4 A2 @7 x& W6 `5 f K - # ■ SceneManager' q s' {' `! g X" F; H1 _
- #==============================================================================
+ X3 t/ G& u6 B5 V A - class SceneManager, y) V- o0 Q" e2 _. g4 {2 F
- #--------------------------------------------------------------------------
- }. A" i/ @2 d - # ● alias
. U% g' a5 E: A - #--------------------------------------------------------------------------
7 x, F; k( D: `) Z: O5 o# l- J r - unless self.method_defined(sion_mouse_run)
5 [' \. a8 Q1 X7 n9 f p - alias_method sion_mouse_run, run
& k+ B6 t8 {* @4 \7 f6 p2 b9 O - alias_method sion_mouse_call, call
: s0 C5 J+ b! H6 P* O - alias_method sion_mouse_return, return- |' z3 I# t m4 |2 X6 A
- end
+ }! J; M% o( M( a; C - #--------------------------------------------------------------------------. l: S3 F/ D0 A; U/ A; J, |1 n
- # ● 运行
6 Q/ T! H; v5 L" M8 y" I, L - #--------------------------------------------------------------------------
6 r* \. D' V: y - def run
. V' S8 @& ]4 q0 n W2 B! e/ C* C - Mouse.init
1 X, k/ j/ o8 q - sion_mouse_run
" G6 s4 Q0 E* W8 H6 p - end
, H8 m7 n, B! }5 e - #--------------------------------------------------------------------------# U, [% c$ [# m
- # ● 切换2 O& L/ ?; z1 |
- #--------------------------------------------------------------------------
$ H4 Y3 i% n. _( e& G- Y - def call(scene_class)
( x/ r1 H. u$ Q0 j- ^: R9 l! f - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)" w' Q0 i8 t+ k$ B1 G; A% N
- sion_mouse_call(scene_class)
5 R; U3 B6 r: U+ P& F: a - end
( c% W/ `, e! {6 U - #--------------------------------------------------------------------------
& P+ k4 J2 ^2 A4 [( W9 R - # ● 返回到上一个场景1 |( r4 H b- a! k: V
- #--------------------------------------------------------------------------3 u4 b& X+ F4 z/ [5 j. D
- def return
/ o" ?& J1 k s" j( T - sion_mouse_return
* c2 Q0 N) }) I4 q( Y4 d - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
! i/ {6 Y4 x( X. A& ` - @scene.instance_of(Scene_Map) J& r/ ]3 Y) p9 x
- end
# V" H2 B5 g2 X) P4 g% Y - end. R. \, @6 @3 p5 i2 s
; ^- z# y; i6 Y: M- #==============================================================================
/ p( |: F% O; [ - # ■ Module Input$ d& o. `! N: f! j* I
- #==============================================================================
! O" _. X8 a. U% R" M - class Input
3 K; H/ C. _5 H7 g - #--------------------------------------------------------------------------
( S: Y- A# {( a S5 [. D - # ● alias
' B" i& g% L0 N. k" q - #-------------------------------------------------------------------------- C0 y. |9 w- g) _; ~3 A$ b
- unless self.method_defined(sion_mouse_update)% ?3 _5 F7 M9 ^
- alias_method sion_mouse_update, update9 w) f7 N$ ]- V \( g6 ~- }
- alias_method sion_mouse_press, press. ^" e" \7 y3 S+ M! [0 ?
- alias_method sion_mouse_trigger, trigger
5 \' ]+ l' ~2 G' E7 o - alias_method sion_mouse_repeat, repeat. j; ?( Z1 p/ V
- end0 @" m6 Q7 F. R. E7 L7 f
- #--------------------------------------------------------------------------
! K) a) `' k( \8 U* V7 m$ T4 F - # ● 更新鼠标
+ _/ U8 l1 x3 z' u - #-------------------------------------------------------------------------- p# u* A) r% ?* P$ i
- def update
- ]. s0 H. `3 W7 o& P8 X - Mouse.update
. M, Q" q" S* F# r; t - sion_mouse_update
! \7 M( V, \4 @+ y$ b1 x - end8 f9 o# s! J" U+ I7 B- ~% ?
- #--------------------------------------------------------------------------1 ?/ m5 V" W( x, W; I0 g+ C; z- S _8 E
- # ● 按键被按下就返回true' ^1 `6 [* |$ t& H) b# M5 o( C
- #--------------------------------------------------------------------------. a5 p# U a' H5 Z |
- def press(key)
; ]$ P$ P3 o: f+ n! ]) {4 k' C - return true if sion_mouse_press(key)* r7 H+ R0 W, C7 w: J
- return Mouse.press(0x01) if key == C- o O7 [! ?. s3 }0 V, }
- return Mouse.press(0x02) if key == B0 T" K/ d ?, n" s; v& d
- return false
: d$ w7 G u( ?4 h# X! z2 s7 |8 h - end
; U" v! D* b1 N6 \ - #--------------------------------------------------------------------------$ v- P, P: n9 D X# r6 t
- # ● 按键刚被按下则返回true
! Z: U1 |' q5 j# R H - #--------------------------------------------------------------------------
/ n9 H) X+ w' P4 K4 ]8 B - def trigger(key)
9 a4 w4 K+ f$ \: x, g K- q( u+ l - return true if sion_mouse_trigger(key)
% {+ p o3 ?$ \ - return Mouse.trigger(0x01) if key == C
" g5 B( [- F$ P' Z; c$ H - return Mouse.trigger(0x02) if key == B& d5 B- X1 `( q. T
- return false
2 \# W+ ~! g! q6 m/ M - end0 O1 B/ e: F3 O" e% d$ K- F8 {
- #--------------------------------------------------------------------------
1 y0 y. \0 }7 k - # ● 持续按住键一段时间的话,每隔5帧返回一次true
2 }# L, w ~5 i - #--------------------------------------------------------------------------/ t) P a: P( {4 P5 X8 M' j' o. D
- def repeat(key)
R" G: ^8 r) k4 m - return true if sion_mouse_repeat(key)
4 _9 `1 I+ E- B - return Mouse.repeat(0x01) if key == C/ U" a o/ |; C u D; w' y5 C6 t1 _
- return Mouse.repeat(0x02) if key == B
- b8 [' j+ `1 d+ J2 i9 _ - return false
3 D4 {- d" _0 W [% G) g! {, t - end+ `9 N* {/ p9 v$ X
- end0 D4 e ?. e( ^ @. L
- 4 a9 U* `' v* e/ I( x0 A
D Z9 }. B J3 e- #==============================================================================& Q* Q- u- ]: o( W+ h
- # ■ Window_Selectable. Z: w; l B( j
- #------------------------------------------------------------------------------# o% W. ]6 x% H$ W& N$ M/ b7 m
- # 拥有光标移动、滚动功能的窗口
5 r* v) \( W( W! r- x/ a# V - #==============================================================================
! `8 v/ z& K$ \% \" p; U) T. t+ I7 ^ - class Window_Selectable
% z0 c4 M( ]% N6 `5 }- | - #--------------------------------------------------------------------------! v/ U3 j8 y+ `3 G! U5 B! o
- # ● 初始化* }; K9 u& t A7 z5 I
- #--------------------------------------------------------------------------
! |! ~4 ~: i9 h. z- r) r5 w( E3 a% d - alias sion_mouse_initialize initialize
+ b4 f: P$ q3 u - def initialize(x, y, width, height)
: G7 b$ s* f0 t/ f& M% W! g$ R - sion_mouse_initialize(x, y, width, height)
5 H$ H6 L( v2 ?. D/ ]1 \ - @move_state = 04 U0 }( N+ q7 X7 z: ]5 ~& q
- end+ c: h. T4 Z+ N, ~6 U3 U
- #--------------------------------------------------------------------------
0 ?0 t5 x4 }/ @. I - # ● 更新
& o v: g- h7 P$ j) } - #--------------------------------------------------------------------------% A( K1 a/ h1 \# U1 _7 Y: C$ u$ G
- alias sion_mouse_update update
w% s H9 O5 [ ^2 g, G# S - def update
" d2 b: c" ?9 k3 y, b- a - sion_mouse_update
. a$ e3 h/ S" l7 o5 | - update_mouse_cursor2 c! j4 A$ a' w1 @1 l
- end
% u6 u/ T/ s. F( s& Y( u7 r: f - #--------------------------------------------------------------------------
# p2 ?7 D) e9 z: U# ? - # ● 启动后设置鼠标到index位置, n% U7 V6 k" `
- #--------------------------------------------------------------------------
" b4 Y v6 j4 V$ C - def activate+ _# r4 |% q. a" C( N v
- @need_set_pos = true if KsOfSionMenu_Set_Pos' D s* ~* h* Z5 a
- super
( q- C$ s% U* q" Z' @$ P - end
9 b U3 L) W; t - #--------------------------------------------------------------------------
( k, P, t3 ^8 |" j% h. _! ` - # ● 更新鼠标和光标的位置" c2 b6 G8 N- }' H! Z6 Z+ X
- #--------------------------------------------------------------------------$ \- G$ s: ?9 F0 q
- def update_mouse_cursor* q; b/ ~% p$ Q
- if active) O3 ^& ?5 }! _
- if @need_set_pos
! ~- W: d9 t% Y5 ?0 j1 K% p - @need_set_pos = nil. m' |. v( B5 g$ A% v
- set_mouse_pos( ]" V$ e- j& @# Z4 ^& h/ o
- elsif cursor_movable
4 f6 u0 f) F8 L; [2 l! E - Input.dir4.zero set_cursor set_mouse_pos4 s5 P- M. N. @: H
- end* D. Z2 Z# m1 l) A1 r4 y8 Q: M
- end4 }$ J8 z+ _7 L- F7 D) v
- end# p# a: J2 b2 F) P* \+ y* J
- #--------------------------------------------------------------------------6 J6 k3 f: ]# q
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能 A. Q/ X1 U- L, e
- #--------------------------------------------------------------------------; y! S0 S. H" e6 i, `1 `- n
- def set_cursor: ~. E5 f1 i" @3 ?" q5 S/ \; K
- mouse_row, mouse_col = mouse_window_area3 M4 W9 ^5 V& f8 a: C( ^ E9 s
- if mouse_row == -1" p& q( W E/ \' O* k
- @move_state += 1 if need_scroll
" {: d) O2 F, x4 n9 I% ^ g - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand1 E" ?( z$ o- W- ~4 x% e2 o- b
- elsif mouse_row == -2+ |% E3 f& O+ v3 y, s8 j7 B" @
- @move_state += 1 if need_scroll
0 ]8 Z; q* o6 h1 x" s& ^- H9 u L - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
i" U! C- C) I, Z3 O4 f# H - elsif mouse_col == -1
9 x% L5 f9 K" e) A: \ b - @move_state += 1 if need_scroll/ d8 i. Z3 u- m) ]* K+ z' g
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand8 Y7 C0 b1 F. R& l' K/ |6 l: N
- elsif mouse_col == -2
9 @ ^- _# q3 a& S) X5 {$ I - @move_state += 1 if need_scroll: z; i4 C5 Z: ~/ }9 w! T
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand$ j' O* p; h: ~5 n# r
- else
# \* @& ~( g& ^. R2 |3 @! a - @move_state = 05 O8 N9 g8 Y9 @, m/ j9 P9 _0 f
- new_index = (top_row + mouse_row) col_max + mouse_col
" Y( R* x" ~# ^! Y$ H - select(new_index) if new_index item_max && new_index != @index+ d& G% l8 C' y+ q, J
- end. N4 T$ @ t _6 C0 C) H
- end
3 v+ I( {' `1 [! U, D% _; K. x: P - #--------------------------------------------------------------------------
) c! ] s4 R2 U6 p - # ● 判断鼠标位于菜单的第几行、第几列# V1 ?! @. E: t0 m
- #--------------------------------------------------------------------------/ v! ^; ?( a7 b* }
- def mouse_window_area
5 E; v0 B, X n( N) d$ E - if viewport.nil # necessary!$ ?7 z4 Y5 D c' }5 v
- vp_x, vp_y = 0, 0' u. @0 w( J! s2 a5 e
- else# c1 X) w. C" x0 g
- vp_x = viewport.rect.x - viewport.ox
8 Q6 a. d; |2 n5 v# ^9 l0 N0 F - vp_y = viewport.rect.y - viewport.oy
" m P, p) K; X- C - end
: T; t8 B" b, { i2 i - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
+ o$ h: y' y& D5 d - item_x1 = vp_x + x + standard_padding
' \: {1 \1 R- S - item_y1 = vp_y + y + standard_padding( b) z0 a3 G& Q' j4 y
- item_x2 = vp_x + x - standard_padding + width) D6 \6 y4 { I2 x1 Q" X5 D
- item_y2 = vp_y + y - standard_padding + height
, T2 `# b/ Z; E, Q% M) Y- q - if mouse_x item_x1
3 R7 r, V7 j( p9 Y2 F - mouse_col = -1% W9 V0 ?4 J0 U t6 U7 w7 X; Z
- elsif mouse_x item_x2
8 V% `; q1 V. @/ A" S( i5 n - mouse_col = -23 v. V% a# {5 k; b, g- u- l4 i
- else! a" ?. B; [6 @0 X0 @! u
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
6 t7 ` j" u% F. l% A( P+ A/ @ - end# p) F9 T' z8 J8 ?; l1 R: d
- if mouse_y item_y14 L+ K1 x1 X' o) ^
- mouse_row = -1# p/ }2 B% L2 z6 v |. z
- elsif mouse_y item_y2
) K* f- M8 i8 F6 z - mouse_row = -2- u8 J3 k. C; @* v3 c) v# Z' s
- else
; A* z- O5 i* c - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
. G1 n! c+ W+ O$ Y; j) z - end" `$ o& P4 f9 ]
- return mouse_row, mouse_col% U& K( ?/ F1 {& t G/ `5 }
- end+ r [/ n( K6 H! f* f
- #--------------------------------------------------------------------------: N0 C w4 m {2 o% k m, \
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
, \) I7 @* Q6 x$ X. A4 d# N# x" ^' ^ - #--------------------------------------------------------------------------; c; [( d9 }& A$ ?9 p1 M
- def set_mouse_pos
2 D( K- m/ p) c2 r* T, x/ W - if viewport.nil # necessary!% S1 N( G. K7 F
- vp_x, vp_y = 0, 01 @6 k8 l2 Z* c% E3 b; q G
- else# k6 \3 m7 l* x8 X- H
- vp_x = viewport.rect.x - viewport.ox
- P S! b9 F- k: ?; \( L - vp_y = viewport.rect.y - viewport.oy9 K+ n l: z# G& a* ?1 c" \
- end
1 Z% N" @' s5 p% E - item_x1 = vp_x + x + standard_padding 7 e- {: s' |7 q) C% o9 z# O
- item_y1 = vp_y + y + standard_padding
|2 N- E& S* `# A3 }! R - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
, h- `! H. A. g - row = get_index col_max - top_row8 e; b: a; B @* V
- col = get_index % col_max
3 U) D1 }, e9 V2 d - new_x = item_x1 + item_width (col + 0.5)
- H5 q2 H& k( A4 ~: S9 D f7 f - new_y = item_y1 + item_height (row + 0.5)
4 P+ f, b w0 X+ x7 c5 ?5 A - Mouse.set_mouse_pos(new_x, new_y)
8 S" J" k+ E3 ]1 H& R - end8 a& V, d, \, d
- #--------------------------------------------------------------------------
( U! m: L3 O9 ?+ Y' n2 @ - # ● 判断菜单是否需要卷动& h7 ]- z5 |0 P, B5 O
- #--------------------------------------------------------------------------, U# O. ~, u( K0 v2 z" `
- def need_scroll! F! y0 [0 [* o2 G* t$ o9 k
- item_max col_max page_row_max
% Z. X: U( y5 d3 P7 z, C. v' e - end" k: Q3 g0 q( }3 C8 y* t4 l8 F
- #--------------------------------------------------------------------------
1 h2 P7 k8 ~( N9 w' T7 k$ b - # ● 判断是否为水平卷动菜单* Z: t6 {1 I, x: c$ L
- #--------------------------------------------------------------------------
8 U) }. g* K! W: K7 U - def is_horzcommand/ U' D0 C* A5 m( w$ o- j- T
- return false y. B, a$ W- q$ R0 R, U
- end
1 z* x& ?: D4 @2 x4 e; v5 p9 }. t6 w - end
3 ~: k) H" y3 k. V$ j3 q0 i - S+ B' f9 {" b6 I. Q" o
- class Window_HorzCommand5 ^1 h; r8 L5 n% m2 u
- #--------------------------------------------------------------------------9 `$ A. |' z! K: c
- # ● 判断是否为水平卷动菜单( w: H$ ~$ n( a% R
- #--------------------------------------------------------------------------7 X: T" P6 V# B
- def is_horzcommand: O/ A0 Y1 O. ^) ^, ~" Z7 a _
- return true
) T# }2 a* B* c" P - end+ [' v7 Y; |, T( a- u3 X9 O
- end( E0 ?1 @7 f4 P' e
- & v" o7 C5 T% W0 K2 D4 B
- #==============================================================================
! z8 H' M! M. J% ~: {5 R - # ■ Window_NameInput
- X* F/ X' x2 Z6 B t - #------------------------------------------------------------------------------
( K" I! D2 h1 A" m0 A - # 名字输入画面中,选择文字的窗口。
8 n) X6 r$ } f" d - #==============================================================================
! w, T7 F2 m7 \/ X5 Z, m- F$ K - class Window_NameInput+ E: h" E' _ q8 g4 T1 X8 b% [# H
- #--------------------------------------------------------------------------
" n7 K1 L: X+ B- r+ J) t, e7 J4 B - # ● 设置列数+ K- M! K5 D! a1 b
- #--------------------------------------------------------------------------
2 h3 Q# E: f0 D& O/ X6 `* e - def col_max
9 H: j$ n& N c; z C - return 10
9 a! d1 q3 s( \7 P3 L5 X - end* g7 o" b) A4 B* p2 n& y
- #--------------------------------------------------------------------------( }0 l& b4 x( r$ B' l j+ p
- # ● 设置填充的Item个数! g0 O% J: Q) l: @8 [* [5 n) x3 Y
- #--------------------------------------------------------------------------
# u, D' P2 B6 Y/ S$ x - def item_max
8 o7 _# P) R7 x8 p" g6 g* d- e) W - return 90- i: Q7 K' {: h* t8 Y* [
- end
2 Y3 H# n# G4 A1 y1 V - #--------------------------------------------------------------------------
" f2 l. f1 Y2 i6 c/ R - # ● 设置填充的Item个数
$ f$ g, ~. f, P1 G) n7 I - #--------------------------------------------------------------------------
$ |* t1 b" o+ H# M - def item_width
; [2 @( w5 t0 @# ~, I! i3 P( q% H( F* } - return 32* F# I. s" n- y5 H1 C1 N" u+ G
- end
, M8 h% U# \- R# \" A - #--------------------------------------------------------------------------: J6 }" S' C# S& f0 L
- # ● 判断鼠标位于菜单的第几行、第几列
8 _! j' L/ f! Q: a2 K( G7 C - #--------------------------------------------------------------------------0 e u$ N# B0 f8 c7 ]
- def mouse_window_area
; l4 R) J+ y5 r - if viewport.nil. e. W$ d) e6 D; [) v% t
- vp_x, vp_y = 0, 0
/ s+ O7 S6 Y( ]0 O& J/ d# \/ a$ f - else
+ O0 R; T1 @$ j6 K/ i& q1 m' D* [ - vp_x = viewport.rect.x - viewport.ox
, w, @" t1 o; b8 J1 r. g' f) g# P - vp_y = viewport.rect.y - viewport.oy0 H, K4 ^! c# f% i& k
- end4 f/ g# R- k7 J' n6 i
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y2 Q# V! x/ |: x4 d6 P3 M6 Q
- item_x1 = vp_x + x + standard_padding " v+ o- `! ]9 |
- item_y1 = vp_y + y + standard_padding
0 W, ~1 q5 @( S: q7 z: M" X# S: U - item_x2 = vp_x + x - standard_padding + width
9 P+ ]& Q: g6 R0 I - item_y2 = vp_y + y - standard_padding + height9 a) s0 o0 N1 Y2 o6 y& m9 z
- if mouse_x item_x1+ P. ]- w# U9 c3 v6 m8 W
- mouse_col = -1
1 I1 D% F+ W0 k, u) x2 ^ - elsif mouse_x item_x2
& c! M p8 Q5 C3 `0 u8 e9 ? - mouse_col = -2: B& K2 o" R3 ^" T G1 P
- elsif mouse_x item_x1 + 1609 r) c6 L+ G( Q, K+ _
- mouse_col = (mouse_x - item_x1)32( j8 b! K% i, O3 c
- elsif mouse_x item_x2 - 160. g; G! b; q5 D( h( t1 Y' t6 e( X
- mouse_col = 9 - (item_x2 - mouse_x)32
$ Y% T4 O8 p) i: V - else
! V" a/ \9 I* w8 {# H/ ` - mouse_col = mouse_x x + width2 5 4 i/ d2 Y* u1 m1 [5 t+ F+ t
- end
- R& V8 ^7 W4 C; K: I' U8 c - if mouse_y item_y1
$ c+ |5 U/ V, x$ o6 r3 n; ?" u - mouse_row = -1
( O* }# J- v2 e) R& ` - elsif mouse_y item_y2. [/ I0 r" T* B* f5 o! _! L
- mouse_row = -2
' R# r5 D9 v; Y - else7 _1 j9 {! ^9 h8 n1 E- M3 m
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
$ d' t& n( v$ B' G - end) p8 \, n5 j; @& S
- return mouse_row, mouse_col
, X( N! u& g3 ^ l - end y( @' {. H- k/ I# R# f$ a, r- b
- #--------------------------------------------------------------------------
# w! ]" @1 [* ~ - # ● 方向键移动光标时将鼠标移动到对应的光标位置
$ T7 @ P4 G! Z' C - #--------------------------------------------------------------------------
3 b1 N# }! F6 m) A ` - def set_mouse_pos p. n( D! L( N4 X4 w
- if viewport.nil # necessary!; _6 |6 f5 S* A" l8 x* a. [8 k
- vp_x, vp_y = 0, 0% Z- i& H! b6 m" e
- else
0 g" `. E7 o# J. }' M - vp_x = viewport.rect.x - viewport.ox
( l4 c- d* A; {6 d! J* J; H - vp_y = viewport.rect.y - viewport.oy( F! A' f' A J+ S
- end% u/ l. p) q& b7 D
- item_x1 = vp_x + x + standard_padding
# O% @( A' q% c7 h - item_y1 = vp_y + y + standard_padding
6 [" n! n9 O7 j# h ] - get_index = @index 0 0 @index ' N' ? R. _7 m) F$ A' I Q4 _
- row = get_index col_max - top_row5 R E/ ]' y7 m1 q
- col = get_index % col_max- p" Z9 P& p7 k) {2 A
- new_x = item_x1 + item_width (col + 0.5)
5 e# K {9 M( e6 \5 L - new_y = item_y1 + item_height (row + 0.5)
$ V( F( V- b& b( i8 ~ - new_x += 14 if col 44 \' r, i% C9 U* @' ^9 x
- Mouse.set_mouse_pos(new_x, new_y)
8 I9 A. p: C j/ M3 I - end
% ^+ {3 r0 h/ V; Z& {; H! h9 g - end" c/ t* l0 J) i
9 X T6 d8 @1 D: w- C, v- #==============================================================================7 |2 u* a8 w4 Q; B( `& p: |2 G
- # ■ Window_NumberInput
3 ]' L& q3 D2 U) z% E4 b1 U - #------------------------------------------------------------------------------
! ?* s6 Q" `; J. A0 i0 D3 w - # 重写了数值输入的方法以适应鼠标3 u6 k1 A7 i' R9 Q1 i8 T* U
- #==============================================================================
" j# n! X, R+ F R0 ^ - class Window_NumberInput Window_Base
3 t1 e8 O9 e$ {3 R - #--------------------------------------------------------------------------% J3 O0 P0 k$ |$ r( f8 m
- # ● 定义实例变量
: H) j& H7 }. o7 l - #--------------------------------------------------------------------------$ V( w D; e/ G5 f
- attr_reader extra_window3 \5 x5 Y. Z' F1 K, C, J1 O
- #--------------------------------------------------------------------------/ n4 \9 g. L" J( f
- # ● 初始化
. ^. O) F4 a2 H8 p N) y) w - #--------------------------------------------------------------------------
* i- _$ L+ y2 O$ \5 g- o - alias sion_mouse_initialize initialize7 z' s& p! W$ C, u
- def initialize(arg)
3 Z3 q; M" r+ s; L+ S1 N8 x9 z4 R - sion_mouse_initialize(arg)% X9 s$ b8 O" W: G- z5 X6 k
- create_extra_window
8 {8 V7 T5 g$ d9 b7 F - end
y. v5 _4 s4 F3 X0 s1 J - #--------------------------------------------------------------------------
2 {. [/ N9 s# P% E, Y/ p* a - # ● 启动! d3 f. x' ~, R- |7 l
- #--------------------------------------------------------------------------: X& D3 _5 a8 D2 M+ ]1 U
- alias sion_mouse_start start# W9 i" B1 U' _- j
- def start
% u3 p( D* l/ [8 i% d' T' y$ n - sion_mouse_start
& u! Z5 | J( T" E7 F - deactivate
" V6 i d9 _+ O2 z# g- f- V& J$ e - extra_start3 J+ r7 j: z, _4 T& {7 E
- end" W: y* [$ \! t4 b- [+ p- d8 f# ~
- #--------------------------------------------------------------------------
0 d! G, F4 a$ g - # ● 创建新的数值输入窗口
/ E" b2 d' |# [ - #--------------------------------------------------------------------------
( |/ s. e. W( M# O+ C0 l# i - def create_extra_window
' d3 I. D$ j; e1 ]/ A7 M - @extra_window = Window_NumberInput_Ex.new/ `- z2 B# P, b
- @extra_window.x = (Graphics.width - @extra_window.width) 2- `; v* f8 U2 ?) N1 d* [
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
$ L8 D' L4 M; G - @extra_window.index_proc = Proc.new {n @index = n }& K# q. y6 o1 }4 V. `7 A* h
- @extra_window.close_proc = Proc.new { close }- V2 O" e7 p3 _2 _+ S) W* S
- @extra_window.refresh_proc = Proc.new { refresh }
' T$ Q9 G/ M" T( M8 O - end. C3 W! c- p1 x4 \# k- Q
- #--------------------------------------------------------------------------1 Y9 i5 U2 ` c# C! I" J3 [' r
- # ● 激活新窗口
; d' J$ o1 A* [+ T3 {9 r - #--------------------------------------------------------------------------. G# _# R% D# f( c
- def extra_start
7 J) V+ z5 b, |4 U4 L - case $game_message.position( x+ V1 e2 z; N' M
- when 0; @extra_window.y = y + height + 4" u2 N1 t8 v$ _" l
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8% Q, ^$ s! X* R& @( x( ?
- when 2; @extra_window.y = y - @extra_window.height - 4
8 f; o+ Y0 L X - else ; @extra_window.y = 8' b; P1 e* L8 _5 Q- J
- end7 r7 ]: F) {" [' x, u
- @extra_window.variable_id = $game_message.num_input_variable_id
+ c0 Q8 ?( c( b+ n6 D2 t: q2 b - @extra_window.digits_max = @digits_max
Y! s& o6 T3 z, M: w9 g- j+ S - @extra_window.number = @number* V6 N# X0 ]" Q
- @extra_window.open, L# ?+ F' x( D3 L2 t& i" [$ R
- @extra_window.activate
* e! c5 ], p" K, S2 ^% j6 e2 z- _4 K3 m - end
# {& {- {/ R8 O ^$ G% \: P - #--------------------------------------------------------------------------1 c. B# l& P8 W, a' K* b9 W
- # ● 更新) k S% b4 k" F! @3 o7 c e! ~
- #--------------------------------------------------------------------------
9 W8 k0 X, H/ k5 D# n. V# T - def update$ k8 J$ {4 x' g3 ^$ p2 ^5 g. z
- super8 d, P: C2 z: g& C! V( C9 b$ r
- @extra_window.update9 Z: L& y9 u9 ]
- update_cursor* @- _" _& m+ o) j- \2 p; E
- end
6 Q k9 V- u& g6 P7 \ - #--------------------------------------------------------------------------: k2 _5 C- k( W. |
- # ● 关闭窗口
: { Z, V$ x: \; L* e p5 X K - #--------------------------------------------------------------------------
" `! D& m2 L+ n0 {- r8 a - def close) g3 J/ f. ^, M* ^ G0 k& Q
- super2 |$ O, U; W8 v5 k1 I
- @extra_window.close
% F/ s( p- a: U5 ?' @; T6 [# _ - @extra_window.deactivate3 k" F1 f7 m# @* c& p
- end8 y- ], F+ e+ E1 m& ^- y
- end- B6 e9 r! G) Z2 K* J! b
- ' _# y- p# e& c+ `: }. k
- #==============================================================================9 B" t0 M- Z! [6 \
- # ■ Window_NumberInput_Ex
+ u2 U9 K( {. Y - #------------------------------------------------------------------------------
; ^/ @6 I' z6 i3 A - # 新的数值输入窗口(NewClass)! j$ g; r# x, Z0 `$ l
- #==============================================================================
( S9 d# r% [4 v8 V; X* W* K - class Window_NumberInput_Ex Window_Selectable. p, q8 {- U( n3 O
- #--------------------------------------------------------------------------9 r" v1 s; f4 m2 J; ?
- # ● 定义实例变量
3 j2 N$ s6 B- y% F) p1 [, p0 ^ - #--------------------------------------------------------------------------" i% P" A* d) g) W) ^/ \
- attr_accessor number_proc
" d p+ E' \4 Y4 m - attr_accessor index_proc( X2 e; j6 G. k: e3 Q5 o
- attr_accessor close_proc
^4 ^# [6 S, S7 [% m' v8 H( f - attr_accessor refresh_proc: ^: r( o6 u9 x+ x
- attr_accessor number
! |$ ?5 @* i: a. l/ X+ s - attr_accessor digits_max: K' p( |- h. I
- attr_accessor variable_id c) z4 }5 C- x5 s0 i+ z4 U
- #--------------------------------------------------------------------------
8 c* G& p% c/ m6 {; y/ E2 ~ - # ● 数字表
5 g/ C: |0 _- O9 t. F8 b1 _9 l2 V - #--------------------------------------------------------------------------
% B. T3 D! Y0 y& |9 s2 A - TABLE = [ 7, 8, 9,; S( h6 Y! Y, G$ N3 k G9 x Y
- 4, 5, 6,
- X8 y7 l- g4 h& r - 1, 2, 3,
; ` {, L4 d, u: P - '←',0,'确定',]
# k8 v. l8 W/ ]7 s' H; ~5 V - #--------------------------------------------------------------------------- [7 L1 E0 H2 z1 p1 x
- # ● 初始化对象
8 ~, j0 ]; s; ] s - #--------------------------------------------------------------------------# Y6 w) X$ e" F4 U
- def initialize) e; V5 F) Q; w
- super(0, 0, 120, fitting_height(4))' y& K( s* _# v2 h! c! ?- [
- self.openness = 0
! A9 P7 O- r4 X8 R G* \ - @index = 0' i& W- m. @* k
- @number = 0
6 i& _, Z* }/ n( J3 M+ U1 F* B3 ? - @old_window_index = 0
1 ^: Z: H7 \5 X o# f - @digits_max = 0. v" o$ G0 \4 k
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
& X; ^& B/ z) e* Y" Y- n& E - end7 j. c$ S9 o7 t: A! E2 n W
- #--------------------------------------------------------------------------% J3 w0 t6 {- E) K
- # ● 获取项目的绘制矩形
0 Y5 R1 A+ \% `$ Z: i - #--------------------------------------------------------------------------) v5 g; B! ?+ L# w
- def item_rect(index)
) v( k }& {2 t6 n$ g3 { - rect = Rect.new
: ]4 F: R5 o6 G/ K9 b% W" T3 h - rect.x = index % 3 32
- _! a) _) ^1 o9 v/ @3 Z - rect.y = index 3 line_height* B' B; c9 c1 P" G7 N- x3 F
- rect.width = 32
* |6 \, X8 ?' V/ @; O. j5 H b3 W - rect.height = line_height& ? j4 s! \3 G% E R) X' U/ D
- return rect
* c+ |4 Y4 |3 ` - end
1 X, F# d: r: W+ o - #--------------------------------------------------------------------------8 _& s* t$ L8 Z c' N/ t
- # ● 将光标设置到鼠标所在的位置
* w0 a( S# o! t& Z" e3 Q% e# s - #--------------------------------------------------------------------------
$ Z% K' c$ z7 k1 h5 m - def set_cursor
/ p( y: |: p) f. i- Z- q - mouse_row, mouse_col = mouse_window_area
6 H8 F0 g# ?6 l1 I0 y1 [+ K - if mouse_row = 0 && mouse_col = 0
, R) v6 m% h$ i. x! m. C - new_index = mouse_row 3 + mouse_col& O9 L, Z) R3 w" j# G+ z' R
- select(new_index) if new_index = 11
( n0 u N8 c% F! Y+ p# I9 o - end9 S. B7 l/ D" v$ \ O
- end
& v( v% M4 a1 t% U+ C$ P - #--------------------------------------------------------------------------3 Y ]3 T4 _# ] B& ], ^
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列
8 K& i. `) [" m7 V& b: I - #--------------------------------------------------------------------------
8 H+ l, k- s9 O1 O/ F& w* |2 C - def mouse_window_area
4 ?# j6 I( e: g' X2 J% j - if viewport.nil- v* D0 S% i+ t, @3 c* `
- vp_x, vp_y = 0, 0+ |. d1 O# Q$ f! Y) p+ L! K/ m
- else; Z. i& J- r4 ~* p4 I: K/ E+ a# }
- vp_x = viewport.rect.x - viewport.ox8 I# |5 ]- b* |0 K/ q' s' d8 Q
- vp_y = viewport.rect.y - viewport.oy
' f) h3 s* z) z% x4 B' E - end' ?: l9 A8 d& z' N6 j
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y/ i/ n9 R1 \ A$ d7 ^
- item_x1 = vp_x + x + standard_padding , R% P& V' h+ ?2 y* ^
- item_y1 = vp_y + y + standard_padding
3 ?- O- ?* ] P) G# @9 l6 D - item_x2 = vp_x + x - standard_padding + width
. g* T6 O, f/ S - item_y2 = vp_y + y - standard_padding + height9 d' w$ A/ g7 B! w* B2 t
- if mouse_x item_x1
. t0 K: g3 N$ | - mouse_col = -1
$ k( f2 F' i9 m+ a( |" t! ^! g/ v - elsif mouse_x item_x29 X% z' d$ v0 t% q+ B0 A' i
- mouse_col = -2& v8 v8 P9 P; Z( o4 _5 D
- else
0 P. h: h+ y* X8 l* s( L - mouse_col = (mouse_x - item_x1) 32
, p0 M( R* a0 L; I# { - end5 w6 h3 k+ N5 M" W, g! U$ _
- if mouse_y item_y1
0 w4 }! r8 J4 W& m& V - mouse_row = -15 o4 o* Q7 m+ Q! [- A( X! D
- elsif mouse_y item_y2
% r7 m, `4 w. H& F2 b9 S - mouse_row = -2: p" \' n1 D7 Q6 O8 a- {3 U
- else, x0 z; @ T" `, G
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
0 k) q8 t) \: q, ^5 O - end
- {) [* h. K3 W - return mouse_row, mouse_col) M/ z5 B$ e2 {
- end' d7 v$ Q1 J. {5 [2 S
- #--------------------------------------------------------------------------
. c$ r) o1 [2 I8 G - # ● 获取文字
! @( C2 m% x/ o' [7 E - #--------------------------------------------------------------------------
# `" Z6 l6 K0 r5 z( s) g& h' z' ^0 r6 [ - def get_number
/ q4 D* l4 y# [- E; y5 t2 a - return false if @index == 9 @index == 11
8 K9 x+ j7 Y7 q! F - return TABLE[@index], G9 S5 _7 Q, }+ H5 l5 [( s
- end6 b) } F% T* b; a" s
- #--------------------------------------------------------------------------
/ G' J$ Y7 |7 J: `2 \; N - # ● 判定光标位置是否在“退格”上4 F; S; q+ c' T' p7 Y0 w( F* s
- #--------------------------------------------------------------------------: J& l+ J& G ]: }" C0 B% b: Z7 R
- def is_delete
$ n9 O! f4 c' y. [* }$ p4 ^; ] - @index == 9
0 o' A, {* f2 { - end$ m$ E) r0 S! f) f& i* z
- #--------------------------------------------------------------------------$ k& }4 n' g( F
- # ● 判定光标位置是否在“确定”上
% K/ F7 C' u% D5 R3 `+ s# }9 g - #--------------------------------------------------------------------------: s. s1 P$ e) G
- def is_ok. Z9 V' W. F9 x4 l& b y
- @index == 11
5 w. {: y0 }; y ]' ~% A- ~; x. A7 ` - end; F7 p; g7 B2 R1 c
- #--------------------------------------------------------------------------/ r% r2 d1 N$ P! d' y
- # ● 更新光标3 y6 U+ ~6 h X4 T9 B
- #--------------------------------------------------------------------------
5 L! j/ t- O9 H% I - def update_cursor3 u: |* D8 N& t5 U- ^( m! A
- cursor_rect.set(item_rect(@index))
& K# {9 H1 l" _4 J0 R& K - end0 p/ ?; j6 X1 ] c, e% C7 ?
- #--------------------------------------------------------------------------( {! z6 t% t3 _# ^/ j' K" s
- # ● 判定光标是否可以移动
9 y% h5 S3 c1 ] R S, V5 D% x- {; j( C - #--------------------------------------------------------------------------- ]# `" E' I* o3 V% i
- def cursor_movable
# `: u. T! F k% O5 ] [ - active& r0 g, |. A7 `, n+ M& y) q: F- S$ E
- end& D5 e5 H+ ?- j7 J2 ^
- #--------------------------------------------------------------------------& w$ F% ` Y n( \0 o& M: S c1 z) I
- # ● 光标向下移动 d$ A8 o4 T5 N9 b
- # wrap 允许循环
: b1 v5 a& | j. D - #--------------------------------------------------------------------------
) t; o# h; w; t - def cursor_down(wrap)
( z. C# o: O4 k/ { - if @index 9 or wrap9 v" ?2 p3 i; y8 V
- @index = (index + 3) % 12- R# ?) F" ? M9 h+ d% `( U
- end
0 R# V# _: X# N, w* b( k - end
9 Y4 ~- X4 H& L! ]1 f - #--------------------------------------------------------------------------
* K5 q( S( V/ j' L - # ● 光标向上移动
% x7 h4 L+ Q+ W- j6 C- m4 a7 H* o - # wrap 允许循环$ p! @3 {* d% N2 u; Q# G7 t1 ^
- #--------------------------------------------------------------------------: [& Q- Y) x3 m6 ?' m$ r
- def cursor_up(wrap)% B. @; N9 R6 x1 F6 n: }3 w' U
- if @index = 3 or wrap
% {/ G) g5 n: F0 j - @index = (index + 9) % 12$ G/ B E3 i; S" S5 U: z7 ]- r1 [
- end5 H4 p p8 U9 x/ A- y6 ?6 B
- end
9 A7 T5 F9 }5 v$ k6 r/ r$ p - #--------------------------------------------------------------------------
' A! ?; ?6 B: q4 Z& p( N - # ● 光标向右移动
2 T$ G$ U8 D, w. k& _- w - # wrap 允许循环' _! t8 T8 Z# u3 {( E+ L! f
- #--------------------------------------------------------------------------
; a9 M( l. k( b' _- f+ y) Z" N - def cursor_right(wrap)
/ l+ N& l4 M7 A' W+ R2 B - if @index % 3 2. J3 ^& F9 {6 Z# A9 s
- @index += 1
$ a+ Q0 i4 _1 _( q - elsif wrap2 z7 S) J5 `8 V8 @! o4 w+ s1 G
- @index -= 2
3 y: O7 C" w; N: B9 J/ j - end
( \3 G& |) B" K7 L9 _, V/ ] - end! F7 x- [3 O& }! z- E7 Q
- #--------------------------------------------------------------------------2 S! h. K: Y( M3 v) A! ^2 C
- # ● 光标向左移动
m" d, u" u0 u6 ] z2 `% X - # wrap 允许循环
# C6 I* @+ W- {5 n - #--------------------------------------------------------------------------
8 @! Q/ R* o! r - def cursor_left(wrap)$ J* t) Y2 G1 [( f. g
- if @index % 3 01 l% O' k) t, W' g& n
- @index -= 1
) i. v. ~$ x# }% Y1 E7 Z - elsif wrap& R( S0 V+ X8 h
- @index += 2
4 I7 p) ?7 J2 x' O$ o - end5 x# }3 R& G/ S5 M! e1 j H) H8 D8 \, E
- end
2 j" s+ Q0 q2 W, i/ C8 ?- T7 h - #--------------------------------------------------------------------------4 F% v+ ^: [8 W# Z: L
- # ● 处理光标的移动
0 N w% h- I7 q7 N- \6 O" R$ `. Y - #--------------------------------------------------------------------------, _6 C" Q9 S& U2 i% @# C
- def process_cursor_move
! x7 c5 F0 W* y9 f) \4 m8 m - super( W* O. D+ Z3 @+ H
- update_cursor$ W0 s r7 p" V! B+ D* c
- end
' [ ~9 t* w4 J5 G; Y6 U9 W - #--------------------------------------------------------------------------/ K! h# F8 |; A9 `
- # ● “确定”、“删除字符”和“取消输入”的处理8 R4 G& N2 r0 i8 H, n( ]% S
- #--------------------------------------------------------------------------
5 ^7 g& |! ^3 b& D0 Z; L - def process_handling
( E! j) {; Z) d - return unless open && active
7 J" }* g8 Z. k A' `- T - process_jump if Input.trigger(A)
; ~0 z2 {% M* K9 ^$ X7 I- F8 i: Q - process_back if Input.repeat(B)
# K3 E! y* h5 N8 e8 u# U" @ - process_ok if Input.trigger(C)
; r/ C1 M u; y - end. f( _) w' t. R* q& b3 @" D4 N2 w
- #--------------------------------------------------------------------------
7 ^6 M9 w* B; S1 s5 t7 O. q - # ● 跳转“确定”8 F$ \$ k: D+ L% F
- #--------------------------------------------------------------------------) p6 [6 T+ r }" e2 ^0 z1 v
- def process_jump
; O* F, e9 r6 q5 q# {# \ - if @index != 11
6 o) g( A$ K# l& v: N% t - @index = 11" D) }! h' ~* K6 }% o
- Sound.play_cursor. A b3 d j7 `! {/ Y
- end
4 d4 p& r# z) D; `) J$ } - end0 x5 K, ~- P% A+ ]% u9 s1 O' {
- #--------------------------------------------------------------------------
9 ]+ g7 M! ? c - # ● 后退一个字符
$ j, D8 B4 P1 y7 O @; m# [ - #--------------------------------------------------------------------------
$ @/ v: w1 D: G$ k/ w - def process_back2 M6 e4 q7 K" l
- Sound.play_cancel
+ P% o3 v" v# u2 Y - place = 10 (@digits_max - 1 - @old_window_index), W B8 ^3 d; Q, h
- n = (@number place) % 10& {) h2 C3 Q3 S
- @number -= n place
7 ~3 b6 W8 V1 N8 U% v/ u3 v - @number_proc.call(@number): D- T+ P& o5 k$ Q: |3 \' f$ z
- @old_window_index -= 1 if @old_window_index 0
1 b( D6 Y& e D+ B' U3 R+ Q0 Y( C - @index_proc.call(@old_window_index)
) l; n; r( n( c; K* j5 R - @refresh_proc.call7 i% a- p8 K O# s& s
- end
% N6 e+ q% m% M0 @ - #--------------------------------------------------------------------------+ h+ k7 ^6 L- i
- # ● 按下确定键时的处理
. N7 ~: Z) V% M4 I% H; t" | - #--------------------------------------------------------------------------- Y' E) C: V3 c$ r- d
- def process_ok/ C ?. N6 b2 W5 O Y( G" C
- if get_number
- G8 {1 l+ h; p7 U( f - Sound.play_cursor" r% |4 X- t) t0 P L6 J. {
- place = 10 (@digits_max - 1 - @old_window_index)+ ^6 p3 G! G( `' S
- n = get_number - (@number place) % 10
( I" O9 c: x/ H. C/ r - @number += n place
1 [/ ?+ ]+ q6 I# i - @number_proc.call(@number): J* |0 s5 Y! G
- @old_window_index += 1 if @old_window_index @digits_max - 1$ _" k3 c& Z2 a$ k9 W0 P
- @index_proc.call(@old_window_index)
2 Y2 V: B, d6 [/ p - @refresh_proc.call& \ K, ]- Y3 I: ~
- elsif is_delete& Q% K. S$ T# w, A* t4 E5 B* d
- process_back9 n4 p% P5 t* L3 G- k% k
- elsif is_ok8 l d2 |9 A8 e% D, y5 x
- on_input_ok# J: z- y( i6 C! z6 s) S5 m3 X" F
- end
- |7 a# |/ K/ K4 e; U - end. O6 I; s0 U: c$ c3 ~7 W# d
- #--------------------------------------------------------------------------
& U8 c \5 R) i! I; a - # ● 确定
! [5 _ y% W# ] - #--------------------------------------------------------------------------
5 m( |" U- O& E7 _1 l6 U$ T+ G - def on_input_ok# o9 t# t+ _6 V) W( f
- @index = 0* J# V T+ w" U/ _
- @old_window_index = 0
( Z" @+ ~! e" e5 S3 @ - $game_variables[@variable_id] = @number7 y5 y5 z; r; w- [6 P; @7 C7 _4 |
- Sound.play_ok
. N# f* \* }" x - @close_proc.call6 P9 M/ q+ W) w7 G. e3 z
- end7 I' g9 S6 I: J) e+ I
- #--------------------------------------------------------------------------
, P4 Y6 l) S1 ~8 V* [ - # ● 方向键移动光标时将鼠标移动到对应的光标位置
1 l+ P6 t7 }0 F' U `! E - #--------------------------------------------------------------------------, g$ J; U/ c/ f+ j" D
- def set_mouse_pos
- q, Z& A1 J9 V3 u! p9 W4 s: j( Y - if viewport.nil # necessary!2 H/ t% l# r7 V& [ [% \8 @" L
- vp_x, vp_y = 0, 0
/ ^# T1 n: _' m1 [. O, _4 ]; r - else
: a( K- h2 H$ W, D& A7 i - vp_x = viewport.rect.x - viewport.ox8 b$ e& G4 u9 |+ T. \
- vp_y = viewport.rect.y - viewport.oy1 b3 P9 h r9 s( B+ E: {
- end I4 o# n* R$ }* e0 G1 M, ~1 \' E% x
- item_x1 = vp_x + x + standard_padding . B/ O F# C& M B
- item_y1 = vp_y + y + standard_padding
7 ]0 f! N. Q% H S- u - get_index = @index 0 0 @index : k3 S; n' ]+ J! h$ s% V
- new_x = item_x1 + 32 (get_index % 3 + 0.5)
+ y8 [# w' Y7 I - new_y = item_y1 + 24 (get_index 3 + 0.5)
( G/ l$ H1 W/ S- P* a9 R6 s3 i - Mouse.set_mouse_pos(new_x, new_y). ]5 j7 k' u/ `! K. }; f- @
- end" F9 p9 ?. \( w: C4 V
- end- X' |) F/ {" \1 K5 O2 _
. @% c# U1 @1 [1 V8 R7 ]+ f- #==============================================================================
# z( N3 {) ~; [0 y' K' [% A, | - # ■ Window_Message
! [, d! D- x1 {* ^: p - #------------------------------------------------------------------------------
" v5 Z" \: n- ? - # 显示文字信息的窗口。
$ F4 v% M* B; n3 D" [% O - #==============================================================================, v. y7 V9 d( E, e/ N/ ^5 F, ^9 E
- class Window_Message Window_Base0 Q0 d& I1 }( X# b+ y
- #--------------------------------------------------------------------------
7 i+ b& E, Q, y+ r; [& N! u - # ● 处理数值的输入(覆盖原方法)
, x/ M9 `5 R) ?6 i/ m0 Q2 e9 \ - #--------------------------------------------------------------------------
2 t$ ~( R; f. {. w, [, N - def input_number
- D8 O1 j( B2 a( w2 z- y - @number_window.start
9 j0 C$ J7 v# U, s2 p) j - Fiber.yield while @number_window.extra_window.active' }) g4 }3 U' }% V
- end
" M. J, v# r, e. C+ E' v/ ~; [ - end$ B S2 \0 t1 _
/ b. H( U- i- J1 T& y7 k, @7 S- #==============================================================================: z1 L0 {+ T$ r: B
- # ■ Window_PartyCommand! e& e6 q( p$ ?: Y5 {1 v
- #------------------------------------------------------------------------------/ ^4 F3 Z p2 ?6 X
- # 战斗画面中,选择“战斗/撤退”的窗口。
3 ?+ R' m. s: X4 M - #==============================================================================% ]: I- A5 {- T- o; b" z# [$ I$ s
- class Window_PartyCommand Window_Command& K- v* q f7 T& a; Y0 G
- #--------------------------------------------------------------------------! B$ Z$ L9 U, r B2 |1 T7 v# k" _
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
$ h: J5 Q! e0 Z. ] - #--------------------------------------------------------------------------9 _4 n- V$ O" N5 e
- def set_mouse_pos- S+ A- T; h5 l# O( s2 N' ?
- if viewport.nil& I1 N2 |9 M. t8 s7 B
- vp_x, vp_y = 0, 0: z1 B& M" f) A2 m* V7 Z" d
- else
3 D& ]( F8 v# _; T% K - #vp_x = viewport.rect.x - viewport.ox
8 R. [* c( s& u1 {6 S - vp_y = viewport.rect.y - viewport.oy
, m A2 X' n: ^& }* N; k$ T! Y' A - end
+ `/ V6 r. O" U/ x# `% w3 |* H2 D) J4 { - item_x1 = x + standard_padding
9 Z) M9 R0 [( t4 I0 s# I0 {! T - item_y1 = vp_y + y + standard_padding1 z r# {2 e9 [3 }
- get_index = @index 0 0 @index , ?+ |' D9 ?" Z z! t/ O
- row = get_index col_max - top_row
Y6 [+ u4 W/ K6 h& M - col = get_index % col_max
% I' z6 q8 N7 M1 F: }9 K( ~7 v. r% r6 } - new_x = item_x1 + item_width (col + 0.5)
1 {( N) l5 ]( Z - new_y = item_y1 + item_height (row + 0.5)4 @- V# X1 F+ q/ L/ G6 P8 X& }
- Mouse.set_mouse_pos(new_x, new_y)
, y! u, M& u) _& `6 M: F - end Z1 d! ^5 A# R C. B/ C ^
- end
- W* W/ d8 m, x
3 [+ Z, g, ? D- #==============================================================================
8 C$ S8 {$ d7 B7 w: Q/ }% c! n8 @ - # ■ Window_ActorCommand
8 r* N! l7 _! c3 O) f# h - #------------------------------------------------------------------------------
1 b+ F' u- Y$ j* e7 s* j - # 战斗画面中,选择角色行动的窗口。8 b8 y9 _0 P: P1 t! e# {: U
- #==============================================================================: q a- n* t' c8 P
- class Window_ActorCommand Window_Command
) n$ L4 \, t4 ]# ^* m$ o - #--------------------------------------------------------------------------$ M1 j4 G$ p& V/ `. V4 c6 Q
- # ● 方向键移动光标时将鼠标移动到对应的光标位置3 U2 D ^: ~: l1 H
- #--------------------------------------------------------------------------6 ^4 z6 t1 m( ?) H6 t
- def set_mouse_pos4 u6 [ S) f! @' J! C
- if viewport.nil
% ` R' E' w" k N - vp_x, vp_y = 0, 0
+ v3 E( e: G" s) p - else
; g' d4 D, \8 n7 g& @. j - #vp_x = viewport.rect.x - viewport.ox+ i# ` J$ k: i# c! a y
- vp_y = viewport.rect.y - viewport.oy
, }* K4 G9 `( l+ q6 P( y; S - end
' r3 g2 i8 h4 i, a7 f - item_x1 = Graphics.width - width + standard_padding0 p9 ~" J5 U: r- I) ?+ P1 J$ j( a4 U
- item_y1 = vp_y + y + standard_padding
4 ^& k/ H% H6 E) C6 m - get_index = @index 0 0 @index : w% q! D! {9 Q( ]6 k6 V) M1 a( I" Y5 V
- row = get_index col_max - top_row
: J. M* K* j" x* J - col = get_index % col_max
% ]' _+ y( x( ]" e/ _* e - new_x = item_x1 + item_width (col + 0.5)" O7 |: r! V5 y6 h/ J
- new_y = item_y1 + item_height (row + 0.5). a8 _, V H# a/ n5 V# D: D
- Mouse.set_mouse_pos(new_x, new_y)
: h0 x0 f3 b7 r: i k2 g - end
1 ~% b, V3 P3 z8 | - end
* I3 w& a: r: \7 W8 v+ i' Q0 R% J. ^5 q
8 {4 v9 C* q! h$ a8 ]% E( G: B- #==============================================================================4 b3 ]2 D7 V8 K. ]
- # ■ Game_Player% ?# |! l. K8 Z2 J
- #------------------------------------------------------------------------------
" ]( t/ d9 h8 d/ ~& u - # 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。" C( V" @( \- x5 G
- # 本类的实例请参考 $game_player 。
; w$ f2 q" K* s _ k" f - #==============================================================================6 B, @0 ^; ?2 p# p v
- class Game_Player Game_Character
* C) N4 ^4 M8 R; u - #--------------------------------------------------------------------------
" {$ Y' M% P# T- M$ N! }1 L8 O& f- B - # ● 由方向移动(覆盖原方法)$ q, m2 [+ ^' f
- #--------------------------------------------------------------------------: Z! u( g, `! i o- z/ [7 L
- def move_by_input* @3 H, N2 u N+ R6 a
- return if !movable $game_map.interpreter.running
" c% ~6 J# z/ p% l9 F$ ?" g - if Input.dir4 0* ?3 z! c8 Q) D7 l8 w: V# \% I5 }
- move_straight(Input.dir4)
2 X p# K- R( G - reset_move_path
' `' d2 `- V" ~ - else- A2 k0 j# E& g4 a5 ?
- move_by_mouse
- @( `, T8 }' S - end3 d4 M; L7 G2 ?- F( @( l6 t: b; T j
- end+ t) f! @6 w& t! t8 d
- #--------------------------------------------------------------------------
) F' A* T: _7 x0 e - # ● 非移动中的处理(覆盖原方法)5 E0 n% {& s1 q2 f, w' a s/ ]
- # last_moving 此前是否正在移动1 D. y( L: s2 R
- #--------------------------------------------------------------------------4 `+ U; S2 ]: x" Y$ ?* W
- def update_nonmoving(last_moving)% K- Q6 {: X* X8 W
- return if $game_map.interpreter.running7 i. ~7 h* Q( X2 |0 I7 g& h. g
- if last_moving: }& Q. K' h3 R/ {
- $game_party.on_player_walk
6 g. c1 p" J- d - return if check_touch_event
- F( i& H3 g8 ]7 o3 N) X - end
) `6 a1 U4 c( P) e# u: W - if movable && Input.trigger(C)
% J2 R3 B: o% y* Z$ g( { - 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
3 i1 o1 m! K7 i: \0 B1 M4 }2 C - return if get_on_off_vehicle
7 S4 }; {: M) a# @4 i - return if check_action_event
) a& Q& ]! k, V( d; c - end7 W: i) ^# V' A5 w0 V. T
- update_encounter if last_moving
2 `4 t: h1 B5 T6 d& y. l$ X2 N - end& Y$ m E8 R8 v3 U o h8 C
- #--------------------------------------------------------------------------0 x; U! T+ ?+ q5 Z: [8 a7 z
- # ● 判定是否跑步状态(覆盖原方法); p, J, g2 W5 f( b( ^
- #--------------------------------------------------------------------------3 `, U$ I" Q- I( [% r3 o
- def dash+ ]# \* f- d1 H: w3 R1 f
- return false if @move_route_forcing
1 ~6 X1 s) Q3 v1 q* I8 |1 I - return false if $game_map.disable_dash
8 r# @' {6 V$ R; `6 @! E& Z3 a - return false if vehicle8 A# A( j% P$ |
- return Input.press(A) @mouse_dash
6 H. W' S1 h1 }0 n) w2 g - end
7 L z4 G8 y$ t7 B: H - #--------------------------------------------------------------------------- h6 R7 D N) o5 T" y x
- # ● 初始化
, w4 w0 s4 S: _" |' O/ C6 P/ B - #--------------------------------------------------------------------------
+ z% E) I) H6 m& L6 J) d. p - alias sion_mouse_initialize initialize( R0 ?0 u" s' [8 C4 m& z
- def initialize
# V; ~ U& n8 K - sion_mouse_initialize
+ s" Q7 q. n% E, Q3 J0 j - reset_move_path/ w9 b+ Y, D2 L J: j; v
- @moveto_x = 0
5 v3 B# X+ W: t$ h8 D - @moveto_y = 0: s5 S( t. b) b% p
- end7 f$ ~5 F0 R; T0 b
- #--------------------------------------------------------------------------
' s$ m' F7 p& e - # ● 更新* ?3 g3 e M% e& {/ X0 n- _
- #--------------------------------------------------------------------------* M, `) ?" \0 E& l4 I
- alias sion_mouse_update update: w0 t4 G7 n K9 p
- def update
! f" X% H8 W) c: n4 C3 c1 r3 Q - sion_mouse_update* @( }- h7 k Y7 v* J- ?2 u
- clear_unreachable_sign2 Q! v- T; n0 C3 I! J
- end
6 d1 m) L$ z% A2 o$ d - #--------------------------------------------------------------------------' T1 i9 I! p q, c! U# a& a
- # ● 处理卷动# _5 l* Y6 o2 S; M% \ |
- #--------------------------------------------------------------------------! }0 e. f, C( i: h3 E" ]) `! X
- alias sion_mouse_update_scroll update_scroll6 n. v7 U( w N" r. n6 k( J3 r
- def update_scroll(last_real_x, last_real_y). y4 R1 s! s: E7 Q6 S) F8 M$ F
- return if $game_map.scrolling7 G& K" I9 [; U$ U- F8 o
- KsOfSionNew_Scroll new_update_scroll + m6 H, k) l# @9 a* @
- sion_mouse_update_scroll(last_real_x, last_real_y)
$ K* u) I; Z% G1 L: |. y' {; k# u1 S' m - end
6 i& J5 V/ s3 f0 r& U( F# A - #--------------------------------------------------------------------------2 K" k" O: X" F
- # ● 重置移动路径相关信息# o! K1 [6 f. s+ x# O6 @9 w$ n
- #--------------------------------------------------------------------------2 c8 \, m" G6 E
- def reset_move_path
0 C$ |( g) m( s0 U0 u - @mouse_dash = false. M1 {. ` q) l" S6 U
- @mouse_move_path = []
8 s. }0 O6 L$ P - $mouse_move_sign.transparent = true# M% m2 Q0 i' x+ N/ |# D' G$ ]/ D3 O, I
- end
' d* H0 I& m* j/ R5 K8 s - #--------------------------------------------------------------------------
5 P0 M* p9 n: n2 q - # ● 新的卷动地图方法
8 \0 b- t6 u% a3 T - #--------------------------------------------------------------------------
6 ~! E/ q& L$ ^ - def new_update_scroll
. [% s! o% u7 d8 }" ~0 C - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
2 D/ ?2 B) Y D" ^4 P; \ - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height9 Z2 B6 u6 ]- h7 {) @
- ax = $game_map.adjust_x(@real_x)$ }' ]; D# L P+ [, H, V$ O' |, v
- ay = $game_map.adjust_y(@real_y)
' q8 e% h# T2 v; N2 n& A$ W: N - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y) |5 l% s* K+ g7 ~
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x6 O4 `3 F5 o. d- l- C" ~6 k
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
4 \4 \ G' N+ {0 o - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y# V9 b3 Q- P" o7 Y+ ]' C
- end; B; ]# y" C9 d5 I% T0 y6 t
- #--------------------------------------------------------------------------* _- W0 Q5 B& T' N+ V
- # ● 消除不能抵达图标
! `6 ^7 v* M, @; D - #--------------------------------------------------------------------------% N: l0 {$ l5 w! h
- def clear_unreachable_sign0 \6 a1 z0 V7 V9 K0 p; l, y! @
- return if Mouse.press(0x01)
7 T, Z4 V6 V. B5 y5 m; y/ B( d - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 07 u. x$ V* _# F. O& ^ v
- $mouse_move_sign.transparent = true/ K! ?! e& z X& |: V
- $mouse_move_sign.direction = 2) O) G4 x; i/ s+ K8 g
- end" M6 [3 I3 I. [6 L
- end7 r( h) L7 O7 U/ m i
- #--------------------------------------------------------------------------1 a2 ~7 ]7 W2 H4 h% z+ m: g8 K
- # ● 由鼠标移动
8 S! J* M; Y3 l# n: H: R# I - #--------------------------------------------------------------------------
. D$ Q9 |. H5 N8 i9 z2 I w1 ]9 Y - def move_by_mouse6 r G' W4 i5 c0 i. K: N; L b
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动3 E- m0 ^) P- o2 T `6 H% O6 r
- dir = @mouse_move_path.shift
. z4 K7 @3 J W3 c - if passable(x, y, dir) && !@mouse_move_path.empty
. @2 E4 E( k9 E; ? - move_straight(dir), C4 K/ a; Y7 F7 U. ^4 F+ F+ e
- elsif @mouse_move_path.empty # 判断是否是最后一步9 k4 @, N2 K7 E
- x2 = $game_map.round_x_with_direction(x, dir)) w: Q2 j) o; g0 F+ d O1 O" Y
- y2 = $game_map.round_y_with_direction(y, dir)
$ p) l, a( R+ j9 `- @/ Y" ^ - move_straight(dir) unless dir.zero) k, W6 z4 c2 }" u+ W& K y" H
- 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( k- T: X; y: U$ e9 L
- check_event_trigger_there([0,1,2])
) P5 B0 j: G [0 H F: }8 d9 M - get_on_off_vehicle unless $game_map.setup_starting_event8 j# S' g& Z% U4 @8 w& r
- end
3 ~( M1 s. Z, S# N8 E8 u/ p - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2) b2 H) `0 K1 Y- n. k- ?' N
- @mouse_dash = false
- H$ \+ G* v% z7 Z3 u9 v - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
' _0 C3 N8 N0 X0 o1 p1 o6 a - @mouse_move_path.shift; d) [. h) h% l# o/ Z
- @direction = dir
$ ]1 ?/ A" P2 y - @mouse_dash = false- O9 M, a+ ]- u
- else5 x9 A! |! ?7 c
- draw_move_path
8 Q- u8 T( D1 V9 v) L/ t- M' ^4 E5 c - end: ~( E$ O/ S8 {- w% X |/ v# N
- end
' o& `2 j1 l# n! |9 i( [ - end
& r- Y" k+ Q8 c% q - #--------------------------------------------------------------------------
: w+ V' Z: L" W) W: _& R+ K! r - # ● 地图界面按下鼠标左键的处理
. x* m& ]1 t, v+ }& i6 V - #--------------------------------------------------------------------------& L* B; U5 Q; R3 K- W* r7 |
- def left_button_action+ e& v: Y \$ a: ~9 }- W7 \! ~
- return if !drawable $game_map.interpreter.running
4 f2 U+ ]0 h8 U: R" h - get_mouse_pos
: |. ^5 b! s7 D - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
b: Z1 ^9 J# d - if @shift_event0 S9 i/ ~$ Y3 W0 H+ E; y
- if Mouse.trigger(0x01)# N x7 `" H3 U7 Y" x
- @shift_event.jump(@moveto_x - @shift_event.x,
9 w5 }9 L! o5 R - @moveto_y - @shift_event.y)
% q% ~) P5 A3 b$ X6 ]' j - @shift_event = nil/ x0 I% _/ i- O9 }
- end
; K) n( `. v s! E2 g* _ - return" Q1 h1 _9 m$ x3 [0 I1 `# K R8 H
- end
! _) s7 A9 N$ @! f. V2 [ - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合6 e2 |: ~6 s3 v$ H
- return if moving (vehicle && !vehicle.movable)+ H8 i. H$ \- M- J9 D
- check_event_trigger_here([0]) # 判断是否触发重合点事件. N* h) W+ R$ C) `" V1 n- Y
- get_on_off_vehicle if !$game_map.setup_starting_event && . y/ ]0 N6 u8 W+ k# c
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇: ?. ?- t+ @; b: P
- return! `/ g1 R2 ]; [! }
- end& S8 N& v# U# o% z, w
- # 判断是否用鼠标启动事件
, U' r) e9 [* L - $game_map.events_xy(@moveto_x, @moveto_y).each do event
. k& [( B+ @. x$ g/ u4 l - if event.mouse_start
a6 m/ ~. E/ d% I; m - reset_move_path, I! [# ~- j8 d1 c4 T
- event.start if Mouse.trigger(0x01)6 C% a0 p) @, S+ {3 y! z- M4 P
- return; {4 I0 P% ~9 c& q
- end/ X9 b4 K) v) w- k, y
- end
9 n* g& ~% v9 Q# ^+ a - @mouse_dash = true if Mouse.double_click # 双击冲刺
u+ N R% F8 Z! ~, v- C3 B( P/ B% _ - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
* \) @5 \& N. T9 B# B - for i in 1..4 # 判断目标点是否为角色周围四点
1 E2 v7 U, t' l! a - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&& u6 N: v2 Z5 z& @
- y == $game_map.round_y_with_direction(@moveto_y, i 2): Z: T9 s0 ]$ Y o* R+ G
- $mouse_move_sign.transparent = true4 @$ N& p6 g' m- e7 [( v3 N" r
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
0 s( O/ h6 H8 g% v$ f9 U) M - return; end
1 `3 `! G: p- A - end# z9 }/ Y6 x7 D" }& `0 y; n: x3 e
- draw_move_path0 G' K( v/ P) p2 A
- end
, v1 e; ^% T8 E" `# N b - #--------------------------------------------------------------------------
+ ~: J: p7 e0 E# x: R - # ● 取得鼠标处对应地图坐标点
( ?+ l/ G' N5 j' X% t& Q' D - #--------------------------------------------------------------------------
# D: P) q5 |* j2 e5 W( n - def get_mouse_pos
& \+ U9 }* l' v3 X/ b, G9 v- ` - $game_map.get_mouse_map_xy
M" T- G8 k# g1 [- Y1 x, e - @moveto_x = $game_map.mouse_map_x
" f' J, K% M r" V) W" r6 b - @moveto_y = $game_map.mouse_map_y
, e. Y& `9 N2 N - #mouse_x, mouse_y = Mouse.get_mouse_pos
9 |) S) ?6 o& o$ X- [( G% E - #@moveto_x = $game_map.round_x(x + (mouse_x - 7 n& E& l9 n/ G8 u
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32), V8 p- }8 w' f, c" F1 r& G4 y
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -9 o8 b4 u( E0 b4 F3 e
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
0 {7 z' Z( H7 j% \' P s' K$ G - end
+ X9 I& M: U; j8 K. R - #--------------------------------------------------------------------------
' g% P, h% F O" q( C" I! V0 ?0 `+ t - # ● 绘制移动路径 @array[move_directions...]# f% t1 M" W1 J' t3 W3 M7 N
- #--------------------------------------------------------------------------$ ~- ]% ^. ~ {4 K6 p* {3 I* h
- def draw_move_path( F2 w( w3 Y* q3 [2 b2 _
- #temp = Time.now
1 l3 m' X3 Z2 D. |) Q7 V - case @vehicle_type
9 v! Q; p8 d" s6 C& F% y3 k0 v - when walk
0 c2 c$ E4 ]: p9 X- ^. S - draw_walk_path
5 \4 C8 c/ l" E - when boat$ R" U. h+ a0 }; O
- draw_boat_path& A0 L% B, m' l
- when ship
. {- E8 p; V, M- x - draw_ship_path# O% K6 O% c. {- y F( J
- when airship
/ w. j: K7 L9 }0 s- \) c3 h - draw_air_path2 ]! {; a5 ]. t
- end4 `- Y) {1 Z% y+ V5 S5 Z4 V
- #p (Time.now.to_f - temp.to_f) # 测试效率
: ~4 Q: ]4 J: g - end1 G8 \: Y5 e0 T9 V q
- #--------------------------------------------------------------------------- n) N& `, H/ D
- # ● 判定是否可以绘制移动路径
) V9 A0 a) O) ~9 e4 Y7 _ - #--------------------------------------------------------------------------$ n% ^6 b6 a- {0 R! o
- def drawable1 B. Z/ K- h) A/ W
- return false if @move_route_forcing @followers.gathering
% z: Z' p4 o. N) ?' q! A# \ - return false if @vehicle_getting_on @vehicle_getting_off0 M8 p+ `& ^. N* K5 L3 M
- return false if $game_message.busy $game_message.visible: J' v1 F3 T- Z1 h9 W- h
- return true7 e$ S: B* V" \6 N9 S0 ]. Y6 f2 ~
- end% j5 x! V% D8 g- V# S1 x% g
- #--------------------------------------------------------------------------* k* S0 R) y) M5 |0 y2 u
- # ● 绘制walk移动路径 @array[move_directions...]' H+ q' I) q9 u) `6 e- n
- #--------------------------------------------------------------------------
# O9 \3 ^, V2 P w% p - def draw_walk_path
. |" i/ `4 E8 G/ Z2 Z1 A* o3 L - # 准备绘制路径表格
7 g; o/ n8 \4 ?; `2 y, x1 m - sheet = Table.new($game_map.width, $game_map.height)
i1 a: j! t& A, I ]# d! k - reversed_chase_path = []; chase_path = []
1 q& U7 I, J' J6 p/ N - reversed_chase_point = []; chase_point = []
2 A' A- M! B. O - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
& l: \9 o7 Q7 }# }2 h, e - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 22 c; S. S7 ~' K# Y! A! v( e
- reach_point = false
& {% [3 ~2 f8 _4 r7 ~+ U+ z6 o - step = 3* Y8 E1 t h4 b
- loop do #loop1 开始填充表格 \* T" ~# F' j, Z
- draw_path = false1 t& T6 h. v9 z' x! V4 }
- check_points = new_start_points
Y- X5 r! p E7 H - new_start_points = []
# q1 O3 }5 c0 Q6 M# ^6 |4 I" f4 K - loop do #loop2 从起点开始正向填充- }4 P! U" k- H2 }; f) b
- point_x = check_points.shift
1 f6 H; h* r' J( H/ z7 [ - break if point_x == nil$ E; T9 ?/ X! {' S) Z4 ~
- point_y = check_points.shift
. H# D7 P, u- g$ ?/ f$ D, \+ M6 w7 C - left_x = $game_map.round_x(point_x - 1)2 W }/ q! Q! ]+ U
- right_x = $game_map.round_x(point_x + 1)# v) R" H* b5 L- S* g
- up_y = $game_map.round_y(point_y - 1)- V, j6 E2 } d4 d" n9 Z
- down_y = $game_map.round_y(point_y + 1)7 H. ?: y0 D7 a( x, x2 d3 ?
- # 判断路径是否连通
/ j7 N2 T" w, j# `% S8 F) [ - path_step = step - 1
' e5 o" L: }4 F( q4 U- ~ - if sheet[left_x, point_y] == path_step &&6 l" K1 C1 Y( r7 T: A& s" X
- $game_map.passable(left_x, point_y, 6) &&
7 h+ K( {9 s e8 o - $game_map.passable(point_x, point_y, 4)4 Z: r$ ?' h. g% c( b( `
- chase_path.push(4)5 ~5 I# g3 K/ R8 l4 K. p
- chase_point = [left_x, point_y]3 I3 r$ v8 d1 `" G C+ \- s
- reversed_chase_point = [point_x, point_y]
" g$ r9 U: d4 y9 a( V d+ L - reach_point = true; break
) B: E( g9 [7 y% m - elsif sheet[right_x, point_y] == path_step &&- }' L: }* Y. \9 U. Y# m# V
- $game_map.passable(right_x, point_y, 4) &&# |+ `( g( d8 |) F% t) U
- $game_map.passable(point_x, point_y, 6)
. d3 s2 v, W# E" X# [ - chase_path.push(6)
6 }/ h) L( @: a5 H% S9 Y" u/ d - chase_point = [right_x, point_y]
1 j4 D3 a4 ~+ d8 e - reversed_chase_point = [point_x, point_y]
3 e1 |3 k+ q) X+ Q. t7 ]0 a - reach_point = true; break+ v) k! b8 ^( c
- elsif sheet[point_x, up_y] == path_step &&( W4 } e% B5 G% l `$ N5 k& X
- $game_map.passable(point_x, up_y, 2) &&
0 d; H; e) D, Q) `, g - $game_map.passable(point_x, point_y, 8)' d9 u0 B) g- g4 t) x) ^; W- q& K0 ?
- chase_path.push(8)1 T9 f4 \3 s9 }! ~( l0 u ?3 n! X. h0 s
- chase_point = [point_x, up_y]
' |2 q! E3 r0 N7 c - reversed_chase_point = [point_x, point_y]
# T- ?; `0 f7 H/ Y/ A8 X& ]8 S Z - reach_point = true; break' a2 ~8 x" l3 Q
- elsif sheet[point_x, down_y] == path_step &&
Y4 y/ H5 h" C' \( m - $game_map.passable(point_x, down_y, 8) &&
' o% Y8 s }/ B5 L0 x+ ?" D - $game_map.passable(point_x, point_y, 2)
, I4 ^+ h4 J3 [ - chase_path.push(2)
& |. q. a$ z* B' I4 D3 ~; i - chase_point = [point_x, down_y]
' {. f8 }* x- @. [' G0 e - reversed_chase_point = [point_x, point_y]
z# T2 T! H) ^$ g5 E+ r - reach_point = true; break
" i; D: ^) F( Z# p+ j) p* B* s - end; y5 |$ c' O S2 _" D
- # 以需要抵达该点的步数填充路径表格 #7 @1 t# `5 j+ M5 o. e1 k5 ?
- if sheet[left_x, point_y] == 0 &&. q, q3 O' X2 {+ E' C- q
- $game_map.passable(left_x, point_y, 6) &&
+ _8 I$ k5 v' w' W; H - !collide_with_events(left_x, point_y) &&3 A# I- w" W/ F: S" ~! y! `
- $game_map.passable(point_x, point_y, 4) &&' k2 }5 e% P: C& n- ~/ b( D' ]
- !collide_with_vehicles(left_x, point_y) #judge_end
+ }1 I: y8 g+ j. n3 x9 P - sheet[left_x, point_y] = step
$ L6 \, h6 p( a* r! _2 U, b - draw_path = true
' k s E: r! B. w - new_start_points.push(left_x, point_y)9 r& O e+ B' r+ ~$ ^5 g( U
- end1 O/ ?' l& P0 S
- if sheet[right_x, point_y] == 0 &&) J; }# N; a. s: X
- $game_map.passable(right_x, point_y, 4) &&
3 X9 m( [5 }4 b6 Q1 q - !collide_with_events(right_x, point_y) &&
8 ?6 X8 m* V+ O - $game_map.passable(point_x, point_y, 6) &&% } M4 V3 G. s* u" v8 N
- !collide_with_vehicles(right_x, point_y)#judge_end
$ U5 L: v6 ]0 S [7 I4 ]) I$ x i: o - sheet[right_x, point_y] = step/ |; d4 T3 c( W
- draw_path = true
+ A# s* l" H/ |; h! P - new_start_points.push(right_x, point_y)
5 q* _! j6 \) i! }/ k - end: W* G( b: Y$ L
- if sheet[point_x, up_y] == 0 &&$ K7 M2 ^& b6 g
- $game_map.passable(point_x, up_y, 2) &&5 Y5 D+ O5 d/ T. S
- !collide_with_events(point_x, up_y) &&9 B% l& P& b9 Y+ E
- $game_map.passable(point_x, point_y, 8) &&
8 c1 u* P- ]4 |! u1 F* P: H* r' U - !collide_with_vehicles(point_x, up_y) #judge_end. I) j7 L0 ]% t0 X3 ~8 ?0 C
- sheet[point_x, up_y] = step
/ j/ J6 l! {# R* w/ E# ^; A - draw_path = true7 R$ H6 n" ^& R& `, F
- new_start_points.push(point_x, up_y); \7 g3 V9 |+ H0 T2 Q
- end- I# T" D( Q# n' T* e- I& Y1 q; Q. ^
- if sheet[point_x, down_y] == 0 &&( [- j' d7 d$ {' x& g
- $game_map.passable(point_x, down_y, 8) &&0 `# X4 F5 u0 {! e7 p5 k
- !collide_with_events(point_x, down_y) &&7 i8 k, [9 A, X1 i4 H; D" E- N
- $game_map.passable(point_x, point_y, 2) &&
- l. i* N/ X% N4 t) ? - !collide_with_vehicles(point_x, down_y) #judge_end
8 [2 S9 Y; i+ d4 `) K4 L - sheet[point_x, down_y] = step6 k: s D3 t7 V2 W
- draw_path = true
3 {" V+ e6 e: R% x" l% _( ^ - new_start_points.push(point_x, down_y) m: ]) J% z% L' z& J
- end8 M. v- U+ t2 d1 x3 M5 ^
- end#endOfLoop2
* c' w# b" f( y" Z( i - break if !draw_path reach_point
1 C5 t0 P' t, q; A. }! e, l3 S7 W - draw_path = false
, {0 `6 r) ~) E( I - check_points = new_end_points
- t+ h; W+ R* @3 c9 q. J6 i - new_end_points = []& Q0 M3 q2 F/ e8 X6 _! ~1 V
- step += 1
# }5 F3 F: Y O - break if step KsOfSionBreak_Steps &&- W, }) c. C* m I
- !Input.press(KsOfSionFind_Path_Key): S5 D$ T. ?$ J2 k- f$ s
- loop do #loop3 从终点开始反向填充# }& R8 F8 |' z( z
- point_x = check_points.shift% d5 D2 X1 s" R( |4 `
- break if point_x == nil; D4 p, o* K& Z5 |, p6 n
- point_y = check_points.shift5 `1 m# f7 u# e3 R# j
- left_x = $game_map.round_x(point_x - 1)
6 |8 j# M3 U6 e0 N5 t) D, Y' P - right_x = $game_map.round_x(point_x + 1)3 A& O: P- ]5 A" K
- up_y = $game_map.round_y(point_y - 1)
' g6 R0 a7 e/ |5 F - down_y = $game_map.round_y(point_y + 1), R. W5 T0 j3 G$ P
- # 判断路径是否连通
3 Q9 f3 a: ?9 T' g - path_step = step - 1- q5 e! |: R$ F. a
- if sheet[left_x, point_y] == path_step &&
) D0 Z; F0 ^; V: h0 Z9 q7 ^! U& V1 C - $game_map.passable(left_x, point_y, 6) &&
& i. g+ ~/ Y8 O/ V2 l7 P - $game_map.passable(point_x, point_y, 4)1 }- f: u: \: A; |4 ]0 _6 p' I
- chase_path.push(6)
/ a, X. { w: C: O* J$ ] - chase_point = [point_x, point_y]
# w; G) T2 u& G5 h/ R% g7 M - reversed_chase_point = [left_x, point_y]
, i# b" W( F; x1 y, S% n - reach_point = true; break
2 d$ j0 K$ d0 N - elsif sheet[right_x, point_y] == path_step &&
1 r4 v6 u( N6 `2 M - $game_map.passable(right_x, point_y, 4) &&' |' [+ f! e# N6 v
- $game_map.passable(point_x, point_y, 6)
& p6 N2 c) ?/ X, ^0 w& q7 E - chase_path.push(4)* x2 i# ` D; l9 Z2 f, m
- chase_point = [point_x, point_y]% B" f7 f7 |' d: F3 _7 X
- reversed_chase_point = [right_x, point_y]$ k O- [) n5 v! P$ e% j0 k, z
- reach_point = true; break; m8 e% C& V# P1 U4 ^* ^9 H
- elsif sheet[point_x, up_y] == path_step &&- ]' } E3 x: p; v( I( n
- $game_map.passable(point_x, up_y, 2) &&6 w. G# c, `- U4 J$ z
- $game_map.passable(point_x, point_y, 8): {) }7 G+ G. Q7 ]& @# V
- chase_path.push(2)
; o9 T* H' c3 T6 ] - chase_point = [point_x, point_y]# p+ n1 S5 t7 d. |% }8 L
- reversed_chase_point = [point_x, up_y]% {5 d$ d( @% m) g. o
- reach_point = true; break: ?) A8 d, T) L
- elsif sheet[point_x, down_y] == path_step &&
: j" i" ?) r* n7 i2 F0 b - $game_map.passable(point_x, down_y, 8) &&
) d0 D9 s( s9 p4 O) m - $game_map.passable(point_x, point_y, 2)- [/ Y/ h& y9 A' w* u8 q# [
- chase_path.push(8)( p+ K- M4 c6 t& [* W8 ~, x& U
- chase_point = [point_x, point_y]
& t4 l( G7 H5 y5 f9 Z) m# B) h! Y" | - reversed_chase_point = [point_x, down_y]
3 b; s" Z+ V" B - reach_point = true; break5 j) [) K% E$ l! _( [7 ], h
- end2 i+ w7 T* z$ e9 l/ g
- # 以需要抵达该点的步数填充路径表格 #
& U9 `. ?7 A& @; d/ {# |- s - if sheet[left_x, point_y] == 0 && b# g* X& k% t7 u( S. ?+ ^5 o/ w
- $game_map.passable(left_x, point_y, 6) &&
6 k# T) `. | H3 R; J% V$ ]0 S - !collide_with_events(left_x, point_y) &&$ m& A8 d9 `$ S k8 k
- $game_map.passable(point_x, point_y, 4) &&, x3 N7 V9 F" O% n6 O0 D. @
- !collide_with_vehicles(left_x, point_y) #judge_end
% s$ C% o3 R3 t& K - sheet[left_x, point_y] = step8 f' i; Q; j0 N; p! K# a0 @
- draw_path = true# x" |4 i* S2 u0 V7 x
- new_end_points.push(left_x, point_y), ]2 e6 {0 p3 b0 {/ ~- d+ `1 e
- end
; m5 T6 w% U) f* w - if sheet[right_x, point_y] == 0 &&. x# ~6 h3 R" r0 ?$ n
- $game_map.passable(right_x, point_y, 4) &&, l. @3 B& E* i: Q) u& h
- !collide_with_events(right_x, point_y) &&
( G4 s J# U X0 X7 q5 t - $game_map.passable(point_x, point_y, 6) &&
V6 p. y/ L7 q% d4 y* u: } - !collide_with_vehicles(right_x, point_y)#judge_end
4 y1 @0 o) m, c - sheet[right_x, point_y] = step/ M. v6 [1 I; W, _' W; A7 w
- draw_path = true
/ a. {3 ]& J8 f; t6 |/ N - new_end_points.push(right_x, point_y)( k# ^5 j( Z- Z* i/ y0 |
- end
0 @* ]* U7 {# Q/ ^ - if sheet[point_x, up_y] == 0 &&6 {4 c9 \) X* d* b! d/ j% T
- $game_map.passable(point_x, up_y, 2) &&3 G8 ]" \1 n4 X, r* I% k, O2 m
- !collide_with_events(point_x, up_y) &&
1 L; V6 t& |2 J+ y - $game_map.passable(point_x, point_y, 8) &&
* E9 H% G/ |1 J% v% d - !collide_with_vehicles(point_x, up_y) #judge_end
r( ]. w( D7 ^% ^6 Z! Y& O - sheet[point_x, up_y] = step
$ n5 o( E0 [' S! x0 }8 ] - draw_path = true
T4 }8 A4 G* t+ u3 I - new_end_points.push(point_x, up_y)
( b. T T2 Y" _3 W+ T - end: v$ `* X1 C; }8 N8 r6 ^
- if sheet[point_x, down_y] == 0 &&
2 [; M$ m0 A. E, D% B) c7 D3 W - $game_map.passable(point_x, down_y, 8) &&
/ t2 u1 Q3 i' V: I - !collide_with_events(point_x, down_y) &&% L; [6 P B% { w: A
- $game_map.passable(point_x, point_y, 2) &&- y7 h0 e( C+ g! W# f2 {
- !collide_with_vehicles(point_x, down_y) #judge_end
! }! {; q. B/ a U; F5 |% ^3 p - sheet[point_x, down_y] = step9 X! p1 S6 A& A
- draw_path = true& Y6 F3 m- z$ o+ D/ ?% m8 Q
- new_end_points.push(point_x, down_y)9 d' p6 S! M# d; S5 C* o
- end; j7 t% }; m& v# J" `" ?
- end#endOfLoop3
) y% ?2 j' ?7 Y- A1 x2 I - break if !draw_path reach_point3 n2 u0 Z2 l- B) c2 H* ^
- step += 1
$ `8 `- j' ]2 v2 N2 W# c9 G u - end #endOfLoop1 路径表格填充完毕
9 v8 P: C: O9 y - $mouse_move_sign.transparent = false" c. ]+ d d5 E
- # 判断指定地点能否抵达
/ I9 n v- X |/ ]3 T' G$ o1 S - if reach_point q8 T' u9 @) H8 i; A$ J
- $mouse_move_sign.direction = 2% {: ]2 _+ t3 n ~8 G; i
- else
" g" {7 I( u6 s9 X - not_reach_point
+ t% Q2 ]5 R& j6 t/ B3 s5 u - return# }0 z$ W* C% i
- end4 S/ c0 R/ T0 O* o. |7 \
- # 根据路径表格绘制最短移动路径(反向)
4 O ~% K2 M5 L& ]7 U- e - steps = step 2 2 + 12 b5 U& g# i% ?/ Y' h) i
- loop_times = step 2
& q+ u0 @/ m/ ?7 y% H: ` f - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]% h2 T/ d) C* P2 n- G
- for i in 1..loop_times # forLoop
9 G2 |; o0 b" S" k) N% x - steps -= 24 C5 d+ a% N' M4 A
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
b, o% D- r) _* S3 Q; D - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&% _4 r T* [, r' x; i
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, P# C) Z' M* J* G$ `6 g
- $game_map.passable(point_x, point_y, 4) #judge_end W* M3 [/ _8 v: A9 w: R
- reversed_chase_path.push(6)
! |( J, L8 f: f5 L6 Z) E# L - point_x = $game_map.round_x(point_x - 1)
! H) D6 U% G9 b: |- L" U - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps && ]3 A5 p* Q& A. }8 C
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
) b" {; R0 K5 [& a5 y - $game_map.passable(point_x, point_y, 6) #judge_end2 J4 t8 D6 G+ S+ I. O
- reversed_chase_path.push(4)0 c& W; j9 W b
- point_x = $game_map.round_x(point_x + 1)1 `& n" G. q" }# t9 y' e
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
; @; @$ v$ n* [% J+ } - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&2 x: l2 ^# V$ F0 R: m
- $game_map.passable(point_x, point_y, 2) #judge_end
! T5 f1 ^ W& T; r f - reversed_chase_path.push(8)2 ?. m4 v9 g/ d. W2 |# X
- point_y = $game_map.round_y(point_y + 1)' C1 ~+ h, |0 |8 |
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
0 d* Z% [9 M; A( C, I' z/ E - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
+ t; N2 T n( y. J8 A! Z - $game_map.passable(point_x, point_y, 8) #judge_end. x3 l3 {8 \# @1 h1 @
- reversed_chase_path.push(2)6 S/ a3 X& q' G
- point_y = $game_map.round_y(point_y - 1)
6 \" f" |: t7 I4 I. {: k( M - end
* d7 W% S" m1 i6 k: s+ @' y - else% x1 j5 |! h9 \ f4 I
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&: E N! G% v; F# S0 e
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&( g; [# k9 S& L' M
- $game_map.passable(point_x, point_y, 2) #judge_end/ Z- `+ d( i# `1 T- X3 z
- reversed_chase_path.push(8)# ~5 \8 i: B# H2 V% M1 X# n2 G
- point_y = $game_map.round_y(point_y + 1)2 z1 }7 M8 \7 X* R: D
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&0 P5 ?; t, e; Y- U, |
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
! K5 p5 Z5 g& a$ j - $game_map.passable(point_x, point_y, 8) #judge_end
: H Y, }2 R+ f0 q4 t* F - reversed_chase_path.push(2)
$ F8 F* G' J5 F7 z( \" t& ~ - point_y = $game_map.round_y(point_y - 1)
! v0 Z0 R" R4 Z: b: B @ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&. ~6 b' _. F! L
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&( n( X* [* @+ v
- $game_map.passable(point_x, point_y, 4) #judge_end9 }* \) @' ?( D. y" H+ A# s: ?
- reversed_chase_path.push(6), V8 }3 T) P1 c+ I/ F1 h, C
- point_x = $game_map.round_x(point_x - 1)
& q; Z8 W6 n. Y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
. X5 W# ~1 I- Q7 x3 l6 I9 M6 q - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
5 A. v6 N- y$ p/ I' p - $game_map.passable(point_x, point_y, 6) #judge_end4 P, r9 i2 z5 y/ @; u- W0 U# s
- reversed_chase_path.push(4)) L K8 }5 U6 P# T- o
- point_x = $game_map.round_x(point_x + 1)
- E2 i( R, n$ j9 K2 @9 o* L* U - end; }. m/ r' y. ^2 n& `; \1 j
- end
& @% W. M4 e5 B9 H0 x: ?0 Z - end #endOfForLoop
5 M1 F9 }/ S% X# t' X' F' H - # 根据路径表格绘制最短移动路径(正向)
3 Y3 w" C" w" Y - steps = step 2 2
: k2 @0 c" ]* B! J" W6 i - loop_times = step 2. S: g& J+ c. C8 N$ D+ h8 Z
- point_x, point_y = chase_point[0], chase_point[1]$ P6 ^; R. {+ H6 a: s& [
- for i in 2..loop_times # forLoop( w' w) k1 D- f! ^, K: N7 p
- steps -= 2
( d* O# e! y; S- ^ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
- V+ w( h# I* T& ~$ O$ J - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
2 x) R t$ }8 L6 w0 V {" t1 p4 a - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
8 {7 K4 }* W2 F& ]# f { - $game_map.passable(point_x, point_y, 2) #judge_end' E3 D _) S: D: u4 x' Z
- chase_path.push(2)
6 N( A9 B- _+ Y5 w0 ^7 ~ - point_y = $game_map.round_y(point_y + 1)2 s# t/ q8 h7 B, Y
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
; U n5 S, T. @9 L0 s - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
8 ~/ j) D2 g+ N - $game_map.passable(point_x, point_y, 8) #judge_end
. _. c$ ~$ z& U - chase_path.push(8)# C1 ]" |. ^5 P
- point_y = $game_map.round_y(point_y - 1)5 q% {, E' Y% S3 `& d
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
; H! q# |: @, i( z z, A1 v# l - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&: a: E) t" j" s2 k) M! o
- $game_map.passable(point_x, point_y, 4) #judge_end
2 U, E$ ^2 K7 m: r5 L( l5 K - chase_path.push(4)
0 d" p' ?; [! p, `. {- R - point_x = $game_map.round_x(point_x - 1)
& i* I' }' w* G2 L$ k+ T - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
* v- U O( i- X. f - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
5 `" m* A" {2 @ - $game_map.passable(point_x, point_y, 6) #judge_end
# f* |, M" b8 L" c+ `5 ?& X- x - chase_path.push(6)+ [: `" F* G! H6 M4 D+ J' t
- point_x = $game_map.round_x(point_x + 1)
+ t5 D, ]6 x" v5 m& a - end
j' v. r, Z+ f( ]4 m6 {, V Q - else- G7 ?( }+ B7 ] E/ H, }5 \6 O0 X
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
' x8 [1 T! e* w - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
! y: b9 U, Z# J9 s) V - $game_map.passable(point_x, point_y, 4) #judge_end
: Z+ Q4 S- t& Z4 ^ - chase_path.push(4)& v- y" s& G" x* I0 i
- point_x = $game_map.round_x(point_x - 1)& F7 S8 \6 f0 v) v2 i5 ~
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
& [+ Q/ P$ n' x" m$ X - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&+ ]. Y5 ]8 A J D; e
- $game_map.passable(point_x, point_y, 6) #judge_end" X3 t3 U/ }$ M/ [
- chase_path.push(6)" F& r/ \( c( V( B6 Z# U
- point_x = $game_map.round_x(point_x + 1)# S% i: y8 F8 d/ @
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
8 l/ r% T* c6 d) ]# o - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
0 V8 k9 x. x" d, v6 C/ P - $game_map.passable(point_x, point_y, 2) #judge_end8 c8 H! S1 @* V8 i0 g& A' D, i
- chase_path.push(2)* E& q+ K" d0 V
- point_y = $game_map.round_y(point_y + 1)* N# G. n; z3 ]8 ^% ^7 {
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&$ V# d1 c: ?) h
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&6 L4 Z* X4 Y1 i5 K4 e
- $game_map.passable(point_x, point_y, 8) #judge_end
_. g7 o% Q0 D - chase_path.push(8)
" {$ V4 z6 h3 L( [ - point_y = $game_map.round_y(point_y - 1)
7 @- l$ I. V( Z0 T3 I( R2 c - end8 i7 n+ i& T/ o
- end% G5 E2 [6 ~( t+ u/ D% b
- end #endOfForLoop
f. s6 q, p7 _9 r - @mouse_move_path = reversed_chase_path.reverse + chase_path7 g: x$ r3 _' U5 Y, R& A
- end#walk" v' J+ P1 o9 p; y0 y/ ^% T; K) `
- #--------------------------------------------------------------------------. {" e# l" W! O; C+ d$ Q
- # ● 绘制boat的移动路径 @array[move_directions...]: J( ~: r, |! q# ]& A
- #--------------------------------------------------------------------------( d+ ?) y, j: q% D! i) ]
- def draw_boat_path
3 ^$ C% }0 r+ a! U/ w- L - # 准备绘制路径表格
. \: Y* A( N4 `6 o( L, r; P5 u# x - sheet = Table.new($game_map.width, $game_map.height)
! F" P. L' T6 Z! {# t - reversed_chase_path = []; chase_path = []: |0 W# Y! N& }7 v T
- reversed_chase_point = []; chase_point = []( k7 ?4 O( e) q! w2 e& O3 K
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]3 {& N* u$ Q5 L" }- i9 s3 w( {+ z
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2' s# i8 @1 ^4 y% w
- reach_point = false. g0 X7 j* _2 p" V+ l/ P0 L
- step = 3: C. \' @; [- Q7 p _* @
- loop do #loop1 开始填充表格* E2 }' z9 Z3 s% W' F+ u& F9 s
- draw_path = false5 \8 B. w2 [% w' P* P' Z
- check_points = new_start_points
& o* E8 I) D4 k& ?& R% G - new_start_points = []
9 ?& [' N6 T" a; |, G% Y J - loop do #loop2 从起点开始正向填充; ]( L" j* x% x2 t9 A
- point_x = check_points.shift
7 `/ z8 N" ?5 r6 E; y5 h6 i$ M - break if point_x == nil
! I0 F9 t- W4 Q7 C7 G/ [5 u, d - point_y = check_points.shift7 _' g+ W8 F5 G% b0 _
- left_x = $game_map.round_x(point_x - 1): d- L0 c) |; ?3 \; y
- right_x = $game_map.round_x(point_x + 1)
) W& @) g1 L! y+ e( y& ~ - up_y = $game_map.round_y(point_y - 1)5 W5 D/ O: R3 w( g) `
- down_y = $game_map.round_y(point_y + 1)
7 ]9 c! n* V/ U5 r, ^ - # 判断路径是否连通% R; z8 s+ ?' M3 ^9 d
- path_step = step - 1- @8 Y. D5 C. }1 y. b
- if sheet[left_x, point_y] == path_step, A, D$ g1 N1 u; b( }
- chase_path.push(4)
# _1 j# E+ h$ L7 S$ q4 V1 c; X2 r - chase_point = [left_x, point_y]# z5 j7 `7 V3 F8 S2 W. F# y
- reversed_chase_point = [point_x, point_y]2 w2 [! N2 Y: W% {5 O+ z
- reach_point = true; break
1 F" e" ?: M- s4 k; L" r! H - elsif sheet[right_x, point_y] == path_step+ \) M3 p7 K5 B7 o: v6 a* n3 s4 z
- chase_path.push(6)
; @$ g% j* D4 x& ` - chase_point = [right_x, point_y]
( V+ k! N) V* }6 z7 ^; g6 a2 m - reversed_chase_point = [point_x, point_y]
) C# B3 J1 D Z& t# ]/ } L' ` - reach_point = true; break/ \( ^7 O4 X! I4 c
- elsif sheet[point_x, up_y] == path_step
* l# y% Q: ?+ y: U1 `% x6 h8 ]( L - chase_path.push(8)
! _7 O9 a6 v: ^% u - chase_point = [point_x, up_y]0 ^ h- M, G$ c4 ]5 @9 J
- reversed_chase_point = [point_x, point_y]" m1 M ]2 d% O5 b
- reach_point = true; break2 t1 z2 ~ [$ I1 B: |. \0 [
- elsif sheet[point_x, down_y] == path_step5 m9 w- _' u, @) M% v
- chase_path.push(2)
) g" h, F: z! e, r( g5 G8 ^1 @3 H - chase_point = [point_x, down_y]: M" J+ H5 ?9 i+ {. `# J- b
- reversed_chase_point = [point_x, point_y]# `- |% I. t% X% b; n
- reach_point = true; break
, O& g8 _; h( D3 J - end2 z G# z8 A* ?1 E! i) c/ F
- # 以需要抵达该点的步数填充路径表格 #+ B4 z9 j) ~. Z- J
- if sheet[left_x, point_y] == 0 && E( u4 p5 Y c: F2 e; u. H1 B; @: ^
- $game_map.boat_passable(left_x, point_y) &&
1 O7 c0 C" Z$ D" m a0 M- Q - !collide_with_events(left_x, point_y) &&+ X8 M1 I/ b3 _! \+ a
- !collide_with_vehicles(left_x, point_y) #judge_end
! f1 @9 G/ z+ X - sheet[left_x, point_y] = step
4 C7 W1 Y0 N1 J2 U/ F+ Y9 u- P$ s - draw_path = true" ]. m" S! ~( A+ j6 m6 g
- new_start_points.push(left_x, point_y)7 \) O! O' T) Z2 d
- end
. p4 F5 p8 Y% N - if sheet[right_x, point_y] == 0 &&" n* R. Z0 Z: b A9 M
- $game_map.boat_passable(right_x, point_y) &&2 L# y( u9 d0 C
- !collide_with_events(right_x, point_y) &&$ \9 s2 j7 O' _$ ~ a8 V
- !collide_with_vehicles(right_x, point_y) #judge_end9 x$ }+ H' M9 A! l/ q1 B Y# c
- sheet[right_x, point_y] = step
$ x$ D1 y5 |' V$ d - draw_path = true
4 {3 Y4 r# `/ y* J- x - new_start_points.push(right_x, point_y)
8 i9 C" l9 G0 k7 h- \ - end
& X8 B/ g& ]& v! {' H1 t& b - if sheet[point_x, up_y] == 0 &&
( G% L8 U* [ _ - $game_map.boat_passable(point_x, up_y) &&# u5 t% z2 _, a. T, E$ o
- !collide_with_events(point_x, up_y) &&/ ?7 j2 J) h: c. C" D
- !collide_with_vehicles(point_x, up_y) #judge_end
+ s# {: H( [7 F. Q" L- N; f - sheet[point_x, up_y] = step: J$ }& I8 D c0 F
- draw_path = true$ ], h5 S" \7 r. N- B/ e6 O
- new_start_points.push(point_x, up_y), W9 y/ p7 R0 T9 `' |% W2 k
- end
$ C% q# ]% p* V3 O! S# P( y - if sheet[point_x, down_y] == 0 &&
( R6 N: [0 h, b$ W3 f# t - $game_map.boat_passable(point_x, down_y) &&
! L/ Z( Y6 M* s/ g7 l - !collide_with_events(point_x, down_y) &&
2 p' E0 z6 R6 J( g% U6 P- d( ^% b - !collide_with_vehicles(point_x, down_y) #judge_end; v9 Z' C# B& P
- sheet[point_x, down_y] = step
& B9 M" l: @0 {# l) j - draw_path = true
' ? v4 h2 f0 a) j$ @ - new_start_points.push(point_x, down_y)1 p2 e5 t( D( w( i- A4 d
- end5 r+ y# @) ~! N! N" k
- end#endOfLoop27 `- T: `5 z: Z5 K( Y
- break if !draw_path reach_point; J: `4 Q. @& M# k! ~* W1 a
- draw_path = false3 G7 \0 ~6 S5 a! H, R" O
- check_points = new_end_points
( s3 n2 W5 S" }2 ~0 K - new_end_points = []3 z/ A: P' F1 K' ~
- step += 1
9 v8 t! W, I" g - break if step KsOfSionBreak_Steps &&
$ x: x: q& D8 ^' I' N1 q8 F - !Input.press(KsOfSionFind_Path_Key), H& ]! d2 G/ P; F8 q+ `0 b
- loop do #loop3 从终点开始反向填充5 O; ~9 P0 p' ~& X p1 K3 A
- point_x = check_points.shift8 P5 N( [7 A2 d/ r! K- a& s8 A3 _0 i
- break if point_x == nil0 ^: L3 u+ J& G# C
- point_y = check_points.shift, S$ p0 i( M% }+ ^
- left_x = $game_map.round_x(point_x - 1)8 m1 K' U; o W3 w5 A# z2 W3 l6 P
- right_x = $game_map.round_x(point_x + 1)
+ m5 Z9 c$ K% t0 M- k - up_y = $game_map.round_y(point_y - 1)! |6 c6 M+ a+ V- ~ c0 _* a- C
- down_y = $game_map.round_y(point_y + 1)) n( v# y1 {, @, [$ F
- # 判断路径是否连通/ C* C0 u0 V6 U5 E, U
- path_step = step - 1! z8 \" v: }" {
- if sheet[left_x, point_y] == path_step* p! ?1 R" O7 u1 R* {2 s# U; k
- chase_path.push(6)& K, l2 W7 Z' U$ q, f
- chase_point = [point_x, point_y], z& V2 l1 y8 y. \9 R9 b; u
- reversed_chase_point = [left_x, point_y]
. R; w, |- d) Q - reach_point = true; break9 x, a2 f1 s" P& s8 [$ |
- elsif sheet[right_x, point_y] == path_step
# {8 i, G$ i, g. W - chase_path.push(4)% L# k: B. c/ \9 @; o. h- M {- P
- chase_point = [point_x, point_y], Z# E' e" O9 @! v( v, x/ s- |
- reversed_chase_point = [right_x, point_y]8 ~0 @* O0 L4 u6 P, s8 ^6 g
- reach_point = true; break* ^% }& t' g! W x5 x
- elsif sheet[point_x, up_y] == path_step* N, E7 r; O* g' t' Q
- chase_path.push(2)
$ p, I: b. x3 N5 k% v- Q - chase_point = [point_x, point_y]
% k& E' z9 y, ^( j! N/ k" G - reversed_chase_point = [point_x, up_y]! I4 I1 u7 g2 Y1 T5 _" W( T
- reach_point = true; break
# R$ }9 U8 P, G$ F1 R - elsif sheet[point_x, down_y] == path_step
" O5 O7 A) h4 m8 @5 _- C, y* P - chase_path.push(8), G+ U8 p8 t1 h
- chase_point = [point_x, point_y]7 T7 i+ `, h j" w8 a7 W+ e1 W
- reversed_chase_point = [point_x, down_y]
+ y7 E2 K3 a: z - reach_point = true; break
- i, a, I- |% G/ @& M& |( ^ - end
! B9 `4 P: P$ f" }0 S - # 以需要抵达该点的步数填充路径表格 #
& f1 f1 d, B6 f2 u7 G' \4 Z# ^ - if sheet[left_x, point_y] == 0 &&
( I! z4 q: L# V% T - $game_map.boat_passable(left_x, point_y) &&+ m/ S; x! q, c2 \$ k
- !collide_with_events(left_x, point_y) &&
; Q1 `. Q/ [0 _6 { - !collide_with_vehicles(left_x, point_y) #judge_end
& m' K5 W$ \. n3 s - sheet[left_x, point_y] = step' d# i. c4 `, P) d1 z0 o
- draw_path = true
K9 l) @5 F+ F n' l - new_end_points.push(left_x, point_y)
3 z, t! U: O( {% l: @0 @$ H) U - end
h+ M7 k- H* H5 }! ~3 P - if sheet[right_x, point_y] == 0 &&. m0 l4 _7 [- t5 o6 e2 S2 h" w" q5 k
- $game_map.boat_passable(right_x, point_y) &&
" q4 }! c- m) c" } - !collide_with_events(right_x, point_y) &&
0 [/ A- K* T0 @' q: K2 j& ? - !collide_with_vehicles(right_x, point_y) #judge_end/ ?" a1 t; f5 d) f% @0 Y$ u
- sheet[right_x, point_y] = step/ T! D; M/ s0 \" q' n5 F8 k9 Q
- draw_path = true* w: A- N" g3 g7 D
- new_end_points.push(right_x, point_y)9 O& q1 z- u& e
- end1 {9 ~7 C. B# @7 H' m9 p" H+ |
- if sheet[point_x, up_y] == 0 &&
) K$ E% w: R' Z) D+ P - $game_map.boat_passable(point_x, up_y) &&( \- b* H( A4 c. J# W' u
- !collide_with_events(point_x, up_y) &&7 g0 u3 Y+ x3 P! d) x7 |5 Z6 K
- !collide_with_vehicles(point_x, up_y) #judge_end$ i' F1 B0 ?- U! y) S8 A
- sheet[point_x, up_y] = step
+ k7 E: \' c! \; q2 e - draw_path = true8 v/ E4 f5 s! c) v4 u" v8 V; l$ c
- new_end_points.push(point_x, up_y)0 X p0 ?) o# ]) k3 Y. O/ e' \
- end! Z. j: U4 a3 e. m* I& `: j5 N+ _
- if sheet[point_x, down_y] == 0 &&5 W( e( D6 w' w! \& E4 Y5 P0 Q+ F
- $game_map.boat_passable(point_x, down_y) &&( T. o# N- I, \5 ]5 y1 R
- !collide_with_events(point_x, down_y) &&1 Y2 h( ?) j* I( T
- !collide_with_vehicles(point_x, down_y) #judge_end
$ `4 d# m% ]3 Q - sheet[point_x, down_y] = step
# h# D6 c" [) `! O+ ]9 L5 p - draw_path = true- @/ v& m( J/ V9 d: R h/ g- C0 K
- new_end_points.push(point_x, down_y)
+ i3 |+ I+ ~- [- ] - end z4 w% r7 e9 l
- end#endOfLoop3
- a# R! R, j( Q; t& S - break if !draw_path reach_point
- s- B2 u5 Q! i m# _ - step += 1: `: ~( W) M( c: C
- end #endOfLoop1 路径表格填充完毕
1 j7 J; k1 s5 { - $mouse_move_sign.transparent = false3 C# V$ N$ u1 G0 J
- # 判断指定地点能否抵达, z) G8 f: H I
- if reach_point% t: q _& m6 @4 Q
- $mouse_move_sign.direction = 2
/ w5 g; O' R) X - else. u c: K( }0 l* t
- not_reach_point
& k5 W: |+ A; z - return; {8 E- }1 ^: n& a: V
- end
3 ~6 ~2 d4 x: O( O* S% \1 F - # 根据路径表格绘制最短移动路径(正向)4 C8 {. N3 @' ~# k& c& G) u8 C
- steps = step 2 2
8 }2 Y1 o% o" P6 v - loop_times = step 2% q0 D# H+ ?; l2 ]* o
- point_x, point_y = chase_point[0], chase_point[1]3 i. @% [; _& E- Z Q
- for i in 2..loop_times # forLoop3 ]/ z& R1 ^( |- W6 I2 e
- steps -= 2# O: q/ N: z7 ~+ J9 }% C& x
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs. x4 F% N' d& |; O5 M; l+ F
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 b. h$ V7 m9 `( y0 c) `, J' I - chase_path.push(2)- `/ Z/ z: f- W4 x; Z; }
- point_y = $game_map.round_y(point_y + 1)5 _, X }8 i3 X c4 S5 J x* W
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" a4 g1 r5 m2 u V$ p
- chase_path.push(8) y0 [0 q) w4 _, S( e& }
- point_y = $game_map.round_y(point_y - 1). U0 l+ {7 r: m- ~& I( ]
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps, r! \ |' x2 a6 P. v1 G
- chase_path.push(4)
' _) i# R J) K2 d e - point_x = $game_map.round_x(point_x - 1)
, c6 W, c/ {4 F# n2 J - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps$ w( M8 a" }- g f* r) ^4 h! |' \$ E& D
- chase_path.push(6)/ p# m2 M2 w- e8 ?2 b
- point_x = $game_map.round_x(point_x + 1)1 K! v5 X: I3 L$ s2 K7 t
- end
9 p# l. O+ i% L, h6 z - else* {$ g4 H8 f/ Q# N: y
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps6 b' m# Q! q2 U9 L, n$ r
- chase_path.push(4)4 l! e8 o6 i# i! H% j
- point_x = $game_map.round_x(point_x - 1)
% p. n6 K# ]* a( w3 H% T - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# D4 O- c0 H% z% o: [# g) C
- chase_path.push(6)
" o0 m# w! z& e! C N$ z - point_x = $game_map.round_x(point_x + 1)( o1 Q3 m& F1 ^: s; i2 ]1 [$ W r7 {
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ b/ N; L. z" v& p% K
- chase_path.push(2)
3 E2 G4 u6 N8 t' [% B$ E - point_y = $game_map.round_y(point_y + 1)6 w: E- l; z* w6 @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
/ j" [$ y7 g/ Q1 e1 l$ w5 J - chase_path.push(8)( {* z; f* P' r/ @5 e
- point_y = $game_map.round_y(point_y - 1)
. g0 n R1 S; U0 u4 Y! f - end
5 e% m& u9 d$ W+ } - end
6 Y" O i" F/ C1 [' k - end #endOfForLoop
" L m; o* _! O - # 如果指定点无法抵达或者登陆
9 L4 l4 G; G0 n- B - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
* `6 T+ `6 _- p9 @ - # 根据路径表格绘制最短移动路径(反向)6 t+ ^, \- i2 e, E3 }6 s
- steps = step 2 2 + 1
3 q3 [8 X' s# I7 ~ - loop_times = step 2
6 N0 a4 ?$ U! ?5 w8 x/ W( \ - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
# m! W. r! r Y$ I% q4 Q - for i in 1..loop_times # forLoop( K" ~5 {' n/ p8 e0 m$ L2 y
- steps -= 2
. {7 \9 S/ U- _$ j3 `! V) T/ F - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
2 T/ b1 h! r: L: M1 ^5 n/ k - if sheet[$game_map.round_x(point_x - 1), point_y] == steps) ]( k p8 Q% D8 o3 Y7 U$ Q3 e, x. w0 ]
- reversed_chase_path.push(6)
4 O" {+ ~& v4 t+ T+ P. I. X - point_x = $game_map.round_x(point_x - 1)% U6 ~! j2 h3 L. a/ B* ^! w
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps: c( D$ d7 Q# v; |+ Q
- reversed_chase_path.push(4)' m( t" }# w0 y C
- point_x = $game_map.round_x(point_x + 1)
$ V! x8 c/ F5 O# m7 H - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
0 G( h! T% i$ O - reversed_chase_path.push(8). M4 l: t# A3 X% {! `3 j: R
- point_y = $game_map.round_y(point_y + 1)
; {( X5 |2 P7 R1 n( A; Q - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
7 U( k+ l% ~3 f - reversed_chase_path.push(2): Y+ M2 w% ~7 \, M" r/ I
- point_y = $game_map.round_y(point_y - 1)
5 U, j. g0 t+ G; _4 n% h - end
: L7 v3 R1 _3 k/ F$ r - else
& A0 R2 `& N% N9 H t - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps% y8 a2 j% J4 y2 e1 ^
- reversed_chase_path.push(8)* M6 V5 E5 ]6 L3 o; K- o3 k
- point_y = $game_map.round_y(point_y + 1)
. U, `5 O" s7 i - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps( M) }+ ^4 l' e8 W
- reversed_chase_path.push(2)+ {$ o3 o, _" o* ?- G7 J7 T
- point_y = $game_map.round_y(point_y - 1)4 s# b+ \ g3 N! s7 K; i& Y
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps: y) K: b& U% w. n# {0 I% f7 @
- reversed_chase_path.push(6)8 _- I8 r1 u9 f4 r0 x) X
- point_x = $game_map.round_x(point_x - 1)
9 r: o& G" i9 x0 A& y# m - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 h' @" b, a: x/ O - reversed_chase_path.push(4)" F1 ~" k* ?' p
- point_x = $game_map.round_x(point_x + 1)- Q9 J, U/ W. L0 z, D7 @( `+ ~' b( m
- end
$ P, _9 G$ W" M" ^7 X- @ - end& X: Z3 @' _$ [( v Z. d$ b
- end #endOfForLoop( s* d2 F2 j# ]# ~# K; A6 A1 @' E
- @mouse_move_path = reversed_chase_path.reverse + chase_path
" t% I7 B- ]; i' y - end#boat
, O& ~& V$ X" _: ?' m - #--------------------------------------------------------------------------
p! ?# _- R1 r4 j% t* T - # ● 绘制ship的移动路径 @array[move_directions...]
8 i; h& C3 V+ J" N+ W& W. E% ` - #--------------------------------------------------------------------------3 e# L8 j7 Q8 g1 {3 z
- def draw_ship_path
: |& [ \' Z$ T( h) V8 \ - # 准备绘制路径表格5 P1 T/ {. \/ C# H$ j
- sheet = Table.new($game_map.width, $game_map.height)' U5 l/ R# V, t; u+ O1 _
- reversed_chase_path = []; chase_path = []
& @9 @. R1 R: W4 \% L - reversed_chase_point = []; chase_point = []/ Q1 O9 n Y4 N9 a" z) q* a
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]$ e L$ u* u. l, i6 v3 B$ |
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2# U2 B% d% z- Z0 ]6 I2 s
- reach_point = false
8 t3 t% s$ w5 F% w8 R" r) V - step = 3/ c& {5 w3 |5 B$ V( X3 z! N
- loop do #loop1 开始填充表格" p, q4 m6 R `$ r
- draw_path = false
6 P! X Q6 g: R. T r$ i& t - check_points = new_start_points% y7 |) H# K+ r8 }
- new_start_points = []
1 [' Q# s: K1 Q& A4 }7 f - loop do #loop2 从起点开始正向填充
$ n4 [8 V$ S" ] f5 { - point_x = check_points.shift( j% j' s9 Q4 \5 j& S3 r9 ~
- break if point_x == nil
: ?* a' ]( P i$ t - point_y = check_points.shift
$ @5 {6 A: h- O V* ?1 z - left_x = $game_map.round_x(point_x - 1)
8 m" m6 S% W6 z3 D, L! k& Y - right_x = $game_map.round_x(point_x + 1), F5 B' R3 B; w5 S( ~7 B& ?2 n2 G
- up_y = $game_map.round_y(point_y - 1)
. r; i/ {4 C0 I - down_y = $game_map.round_y(point_y + 1)2 Y: b: J: X# b( ?8 g* C
- # 判断路径是否连通
. `( {4 a" }0 t& c% `. I2 ^9 O - path_step = step - 13 O7 @, i9 W Y
- if sheet[left_x, point_y] == path_step8 n) Y1 o! N7 ?& u4 X
- chase_path.push(4)) m# H. K: F9 B b2 \, s8 v
- chase_point = [left_x, point_y]
6 L. ]5 |7 g& `( c0 C - reversed_chase_point = [point_x, point_y]
. a. G) ? P( i - reach_point = true; break! w' C7 R! O4 {) b f k
- elsif sheet[right_x, point_y] == path_step5 m4 r% e* b6 e
- chase_path.push(6)( Y9 B( h3 l3 u* d
- chase_point = [right_x, point_y]% _8 [. ~( X: A
- reversed_chase_point = [point_x, point_y]7 [* s9 t& y3 x/ o$ R. }
- reach_point = true; break
5 _% i* B U' t - elsif sheet[point_x, up_y] == path_step. v/ n& H, R* @4 F; ?: g
- chase_path.push(8)
6 J# ?) |; h+ u; F, s% a - chase_point = [point_x, up_y]
7 @8 [$ J5 ?& B! f6 U - reversed_chase_point = [point_x, point_y]+ V, M% W5 [5 b' [4 h. Q y0 Q
- reach_point = true; break
9 S/ [! Q) n$ L. ` - elsif sheet[point_x, down_y] == path_step$ y8 k Q6 v/ z) r& j
- chase_path.push(2)
0 n- L K8 F2 h4 [) a- c( \ - chase_point = [point_x, down_y]
- k% ~6 s: J$ L( x: F; Y - reversed_chase_point = [point_x, point_y]# ]" |, q: l2 ?/ P4 H
- reach_point = true; break$ t1 E% R* W. S1 ]" F
- end
) o0 M1 i% I' U- D - # 以需要抵达该点的步数填充路径表格 #
; {' D# ]( U- M$ H0 D - if sheet[left_x, point_y] == 0 &&
" S* ~! ~! e E+ B$ k4 N( a - $game_map.ship_passable(left_x, point_y) &&3 P% p& c/ }+ |" A
- !collide_with_events(left_x, point_y) &&1 N( P8 n7 a. d) ?& U; L
- !collide_with_vehicles(left_x, point_y) #judge_end4 N5 V' u$ k" ]+ c6 v Y
- sheet[left_x, point_y] = step9 ?4 u1 b Z7 b4 g
- draw_path = true" b" X- L0 J& Q- I
- new_start_points.push(left_x, point_y)
2 b. E# K. p* A8 v: v - end
. v/ I) F6 s! ]; P# s, Z7 \9 b - if sheet[right_x, point_y] == 0 &&
! N# k7 ~4 L2 z- u - $game_map.ship_passable(right_x, point_y) &&
, a. i* j4 c& A8 J! R( G7 w$ a - !collide_with_events(right_x, point_y) &&9 j9 K) \$ O: E0 c
- !collide_with_vehicles(right_x, point_y) #judge_end4 g6 K) s% O5 P3 ]
- sheet[right_x, point_y] = step- `/ B' C1 C) L/ W9 |4 I. A- L" l
- draw_path = true1 Z+ o* ^ B+ h& }6 n0 M. r% d
- new_start_points.push(right_x, point_y)* l2 ]7 K* {+ a
- end( q, L" z ]4 v+ r+ P
- if sheet[point_x, up_y] == 0 &&
: S P) j6 V3 c - $game_map.ship_passable(point_x, up_y) &&5 d) C7 Y8 @4 D. v9 }- d
- !collide_with_events(point_x, up_y) &&* [- A$ o" Y4 h+ G
- !collide_with_vehicles(point_x, up_y) #judge_end
/ e2 Y D6 ?* n1 a - sheet[point_x, up_y] = step
( E" f8 O0 r0 R7 h! n - draw_path = true5 q5 K8 g& v t9 s$ J
- new_start_points.push(point_x, up_y), O- y- J% j6 M% `! F
- end
9 M# ?- b) k' O; x6 n! E - if sheet[point_x, down_y] == 0 &&( [+ H/ [' o1 t% M) T9 z
- $game_map.ship_passable(point_x, down_y) &&. k: N; s1 k6 n9 F* C9 B
- !collide_with_events(point_x, down_y) &&
+ T$ }& E- G! v f6 K; {1 U. i - !collide_with_vehicles(point_x, down_y) #judge_end
$ v* d- ]8 B, v( _& ~9 \$ O - sheet[point_x, down_y] = step
: y# b. W7 S8 } O, G5 |+ G - draw_path = true) z6 u2 b% |& s: K
- new_start_points.push(point_x, down_y)
) p! J- [1 X% K+ y- a% _ - end
8 ]1 \4 N$ `2 l* @9 Q3 v. L - end#endOfLoop2/ K$ m, J0 V# [ i8 C: H; _
- break if !draw_path reach_point
% X& h' C0 S, W8 r) r6 } - draw_path = false
# ^/ A+ [1 Q g! U* E. m( I9 q - check_points = new_end_points
: X5 d$ s6 T: A5 H: T! n3 v- [% T+ ]) } - new_end_points = []
+ R! D8 O7 r; w5 W% V/ X - step += 1
9 D* `, P* q6 \/ k+ ~! V4 r* Q h" c - break if step KsOfSionBreak_Steps &&0 L! v, Z. ?; h4 ~8 [; _5 K6 _
- !Input.press(KsOfSionFind_Path_Key)
% j0 n, s& P5 L8 \, \6 ~! w) R* V - loop do #loop3 从终点开始反向填充9 k. c9 J6 K6 L! k2 o, E! X
- point_x = check_points.shift
! h3 Z/ K% k' { - break if point_x == nil& {+ z9 p" v8 }/ T _
- point_y = check_points.shift
2 [3 s; j+ t7 x1 @; I* G - left_x = $game_map.round_x(point_x - 1), ~: K$ L6 T1 _+ ]5 ~* h% v$ k7 [
- right_x = $game_map.round_x(point_x + 1)
3 T6 q8 L9 @2 S. u$ h- h - up_y = $game_map.round_y(point_y - 1)% b- h/ z% l1 u9 l* a. s5 N) g# P' m& F
- down_y = $game_map.round_y(point_y + 1)- P5 h, L4 \/ o+ K. @+ e
- # 判断路径是否连通
) @9 k( R! X- H+ y+ s - path_step = step - 1
, U- n9 L! |( n9 `6 k - if sheet[left_x, point_y] == path_step" ~, v% g3 C$ B
- chase_path.push(6)$ |% S# ~% F( V' T
- chase_point = [point_x, point_y]( f& E1 c/ V" w: T3 ?$ \! C1 Q
- reversed_chase_point = [left_x, point_y]; G' X2 Q! l0 l" s1 [
- reach_point = true; break
. i3 P8 d3 R2 S( N - elsif sheet[right_x, point_y] == path_step. r& [- P9 y: k7 q, }$ {* e
- chase_path.push(4)
+ X0 u& e0 e, w C - chase_point = [point_x, point_y]
4 L' |! P9 F0 n8 w. Y - reversed_chase_point = [right_x, point_y]! r% q V# U1 G0 H
- reach_point = true; break7 F0 j2 a9 R4 H: Y3 X/ |
- elsif sheet[point_x, up_y] == path_step
$ Q7 o% ~% E; y. J# p$ w - chase_path.push(2)
8 X, t! B) y- @% M - chase_point = [point_x, point_y]
" I& _4 K: ^( a) {7 [% A* a+ T - reversed_chase_point = [point_x, up_y]/ r- L9 J3 y/ r% n" Q2 l$ k" S
- reach_point = true; break0 l# f9 d5 O5 |( \
- elsif sheet[point_x, down_y] == path_step
% |+ _" w2 H5 ?8 j$ _ - chase_path.push(8)
6 |( f' V& _ |) d* z - chase_point = [point_x, point_y]) A5 Y2 }$ r0 F5 i6 c* \
- reversed_chase_point = [point_x, down_y]
9 X% K$ Z. Z* } - reach_point = true; break9 M$ h7 p/ k; t: e0 n2 B
- end/ S5 L) h$ k- C6 L' `6 ?
- # 以需要抵达该点的步数填充路径表格 #
! {0 ?0 m9 ?; K, X - if sheet[left_x, point_y] == 0 &&
# l$ V9 J2 n9 f! x1 F - $game_map.ship_passable(left_x, point_y) &&- Z+ }) B3 I7 C) X3 m4 m
- !collide_with_events(left_x, point_y) &&
% e7 q6 I) P- B- W - !collide_with_vehicles(left_x, point_y) #judge_end
* a6 u- ?6 n$ r: w6 H. ~: ], T - sheet[left_x, point_y] = step( w( ~- ]: d; X: Y3 R
- draw_path = true9 a5 A5 Y! [, w- h/ E2 x! Q! j2 A
- new_end_points.push(left_x, point_y)% c2 n9 H. @! `2 p6 L
- end
7 H7 Q( s. Y4 T$ i: [, W - if sheet[right_x, point_y] == 0 &&" V2 n+ X" p1 Q
- $game_map.ship_passable(right_x, point_y) &&! |- r1 X% h, n S
- !collide_with_events(right_x, point_y) &&
9 o/ x" G. z' d9 O" P - !collide_with_vehicles(right_x, point_y) #judge_end- P" d# D: S4 L9 K
- sheet[right_x, point_y] = step
+ L1 T: D: Y {. [ - draw_path = true
( ~& R. y, f e4 P" ~2 m - new_end_points.push(right_x, point_y)2 o; w$ E/ U" @
- end; r! f3 d! }* e' ?, q) s
- if sheet[point_x, up_y] == 0 &&4 @4 t; ^. s, N
- $game_map.ship_passable(point_x, up_y) &&
, V1 ^- w2 f$ j' g, a8 [ - !collide_with_events(point_x, up_y) &&( J+ {- g1 H! d( z. p- s
- !collide_with_vehicles(point_x, up_y) #judge_end
- J' c* S6 S5 E: K - sheet[point_x, up_y] = step
, W8 m# F5 K: H0 I( }; w) L" I - draw_path = true& d2 c4 W+ m* S7 B
- new_end_points.push(point_x, up_y)) H) @8 H; F# ]$ a, D
- end
2 Q' m4 C' U0 n2 c& D4 W" U - if sheet[point_x, down_y] == 0 &&
4 j# d* O! e- F4 t0 i - $game_map.ship_passable(point_x, down_y) &&
4 U, E7 b2 q" ?9 q5 q0 p% E - !collide_with_events(point_x, down_y) &&# m* F$ M" H4 r
- !collide_with_vehicles(point_x, down_y) #judge_end
" j- n. g' K& H7 ^5 a$ E - sheet[point_x, down_y] = step6 V8 E f& C8 O2 \1 U3 v2 ?9 c
- draw_path = true0 R& p9 v6 n1 _9 J( s* w
- new_end_points.push(point_x, down_y)
, t! v7 _, i6 ]( i& ^* q0 a. Q' o D4 z - end& A2 C0 c3 I4 `
- end#endOfLoop3
) a8 I' O( r: P2 w9 b- g9 p - break if !draw_path reach_point
6 n& L4 c+ e( ~& f+ r. v - step += 1
! W; O. l4 a2 o3 {, k t# g4 A4 B - end #endOfLoop1 路径表格填充完毕; @8 Y, P, f ~
- $mouse_move_sign.transparent = false
/ b$ p; L. Y2 b - # 判断指定地点能否抵达, d" G8 \. `3 M5 @& u7 K/ l
- if reach_point
) V+ B% ] G. M* N1 V1 x - $mouse_move_sign.direction = 2- g# j3 e; z1 R% g' A
- else
@; i5 J; n" k+ h - not_reach_point$ L ?3 D- h4 ~9 E: z+ H
- return( f# O7 B$ w4 S
- end
6 K. S$ z/ e+ ^5 n+ k3 p6 s7 t - # 根据路径表格绘制最短移动路径(正向)
9 a/ q7 P9 U3 w2 m - steps = step 2 2! ^4 N3 T, P$ ^+ Q+ z* j$ u
- loop_times = step 2& j5 J+ R* h3 ]% l5 e/ X3 ~
- point_x, point_y = chase_point[0], chase_point[1]
" P0 a0 [1 H; D- Q - for i in 2..loop_times # forLoop; E4 b! H3 F4 x; G; _7 c
- steps -= 2
4 c0 ?9 K8 O2 s7 Z7 M# v - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs% I# a |' I9 k8 p
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps, P* c( y5 `) p, _; s
- chase_path.push(2)
/ V* A3 b! P R - point_y = $game_map.round_y(point_y + 1)+ {" D7 ]& Z/ ^& Y1 U& H
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
' L2 a# P7 M: i4 C6 ^$ k - chase_path.push(8) P) ~- {* y& }3 C% F* k6 O
- point_y = $game_map.round_y(point_y - 1)
$ x. F5 C8 Q. c' q' x - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
( T7 K7 d6 m' B- ]$ N3 x& h1 i6 g - chase_path.push(4)/ p$ Y0 d8 R: N* A) I! Z6 z$ ]
- point_x = $game_map.round_x(point_x - 1)( V) }; [# {4 f5 \; I
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps9 i5 w/ k. ^+ h% Y4 `* c9 l1 z
- chase_path.push(6)- X2 [) E6 v6 k7 t; ]
- point_x = $game_map.round_x(point_x + 1)
/ ?( J% N; G, J, ` - end' \, h' f& P0 O$ X0 j- K5 a$ d
- else' M9 d0 q9 m/ e8 [# Y: f
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ ]% `$ U) {2 u D/ ?: C - chase_path.push(4) F! M) [( u5 C' e. R! r
- point_x = $game_map.round_x(point_x - 1): A) ~4 s! e% J+ x2 u, A
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
# Z c3 U* t; K9 } - chase_path.push(6)
9 y$ h0 [! F, [ - point_x = $game_map.round_x(point_x + 1): T% s' z+ ?( D$ ~9 |; @8 i2 q8 \
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps; J4 G1 U/ D! E& c( K( l/ |8 i/ C
- chase_path.push(2)
9 [0 @. ^0 I4 k* d4 U2 i, u - point_y = $game_map.round_y(point_y + 1)1 Q1 \, o# |7 j6 {
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 v9 w& K% M7 d: w! g( Z+ V f
- chase_path.push(8)
) R+ ?3 Z* K# z5 ]7 d - point_y = $game_map.round_y(point_y - 1)
! D, J0 }2 c: Z2 k& B - end
0 X$ d3 N, z! }7 ~5 Y2 u- c7 v - end- ^2 U( t: `# q* m/ H1 M
- end #endOfForLoop y) @% b7 q; W7 X
- # 如果指定点无法抵达或者登陆
" s# R$ D# Y+ [2 j' d- Y5 C( { - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
+ S6 O4 C' G+ P, i. j: u. j) B5 ] - # 根据路径表格绘制最短移动路径(反向)
% o4 Z3 L, w/ w) f - steps = step 2 2 + 1
; g0 S- W" [& W - loop_times = step 2
C" s" t% ^* K# g8 _ - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
B, c) z7 l. [7 T/ }5 ]8 ?) x3 W - for i in 1..loop_times # forLoop
; |9 I7 V' y5 R$ {6 ~ - steps -= 26 g" b; r7 t/ T$ V2 P: ~) ~0 l
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs: z, J* g8 |+ M) P# w4 a2 i
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps; | {/ \5 A) F' B
- reversed_chase_path.push(6)/ T% m& }/ X* @8 U% _
- point_x = $game_map.round_x(point_x - 1)5 W$ t& m. r4 D( M# z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps! `2 z0 c( o6 Q4 a$ K3 G
- reversed_chase_path.push(4)
8 v& G$ A% v1 n7 Y2 z - point_x = $game_map.round_x(point_x + 1) S2 z0 H$ U. q3 K6 I5 h; ^3 z
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps4 Z/ ^4 I* P8 i7 r0 S# z1 ]
- reversed_chase_path.push(8)+ |! W) w3 j0 |6 B, o L
- point_y = $game_map.round_y(point_y + 1)
0 X. ]. ?& L7 ` - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps' p4 R0 h1 i! Z) U0 j# i
- reversed_chase_path.push(2)+ D" e8 T; `; c4 D% u9 ~( h: O+ a2 P
- point_y = $game_map.round_y(point_y - 1)
! [- h( V. O$ L6 t( o - end
) B4 j! x! t- C) G, A5 e - else
" Y6 ?& E+ `4 n- y, H - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps. m9 U+ h0 y0 [: X% |- O' Y; w, {7 _* E
- reversed_chase_path.push(8)
; u; n$ x' U0 ? - point_y = $game_map.round_y(point_y + 1)
+ e1 p1 q9 r1 } - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
* F; g) a! J8 I ^( K3 @2 \+ @ - reversed_chase_path.push(2)
' }6 o N6 m1 w4 ?. f+ v l; r - point_y = $game_map.round_y(point_y - 1)& Y8 b2 K. _/ S
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps$ G \ Y/ W) k0 H
- reversed_chase_path.push(6)
* `4 `- z- V0 n+ V - point_x = $game_map.round_x(point_x - 1)
, E2 j% V( x1 U2 O0 @5 l - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
8 k4 ]3 o( @% F0 b' F - reversed_chase_path.push(4)# u' [ K s. {9 x8 ^/ x
- point_x = $game_map.round_x(point_x + 1)
0 ]- V1 X! c$ X3 i7 j. F - end
8 s( J1 ~* j5 j s" K/ K: o - end
, x- C2 y8 w" P: B. i9 E3 ^9 l9 X - end #endOfForLoop( O- z6 W- I& s* ^. R* O" y
- @mouse_move_path = reversed_chase_path.reverse + chase_path0 E1 O2 y C. u' J% H% R; g/ ~
- end#ship
7 i7 h1 Y( i, {, |# d) } - #--------------------------------------------------------------------------
; c8 n% c5 [, K8 ~9 }% E - # ● 绘制airship的移动路径 @array[move_directions...]
8 r3 w" e7 V/ F; e5 S - #--------------------------------------------------------------------------
9 m5 `$ H# L( u& Z - def draw_air_path
. s; R* \' m* r2 ~/ k' d - $mouse_move_sign.transparent = false2 |' Q5 D; x1 c. `
- # 准备绘制路径表格
6 `& V5 M. ]3 h# H0 ?9 N' ^ - sheet = Table.new($game_map.width, $game_map.height)
1 {' x8 p4 C9 r' b& J7 z# W - new_check_point = [x, y]; sheet[x, y] = 1
% q G8 X8 u9 A% S: t1 f# x - reach_point = false; step = 23 a2 H& x$ e$ J6 r' u' `) ?
- loop do #loop18 I$ J: ~: Z; L c
- check_point = new_check_point$ i: @7 W0 q' p
- new_check_point = []! j. z6 s& r& C# b$ n
- loop do #loop29 c5 o7 v# N# B% Q
- point_x = check_point.shift
- z% f9 w( f& b4 Q5 e4 b; V - break if point_x == nil. V- n# K5 K' J+ c! `) g5 L6 t
- point_y = check_point.shift- P2 g6 K6 y7 | x4 F$ Z$ ^4 U
- if point_x == @moveto_x && point_y == @moveto_y
+ d$ j* J) n+ e' p - reach_point = true; break$ R& W( K) ~. b b
- end3 N+ y$ W k" c. a5 _6 [
- left_x = $game_map.round_x(point_x - 1)
% C6 W% K( v. x* o8 } - right_x = $game_map.round_x(point_x + 1)2 ^% V- m0 ^3 _8 r9 m! Y/ Z' n
- up_y = $game_map.round_y(point_y - 1)
% [" ^5 k, ^* a) \" C4 y - down_y = $game_map.round_y(point_y + 1)
0 q$ N- A2 n0 S& {8 q8 @1 z0 ` - # 以需要抵达该点的步数填充路径表格 #
5 T; x) T. Q2 d& J( I - if sheet[left_x, point_y] == 0' f' ?9 {/ F$ n1 V* A' R
- sheet[left_x, point_y] = step6 L8 o9 R* _: Z
- new_check_point.push(left_x, point_y)
- P& h/ A. M" a9 K4 {; G2 B$ Q - end& V& t8 I; W+ Z; P5 `5 ~5 T/ L3 j
- if sheet[right_x, point_y] == 0
- q( e* G O a9 J- p9 r% Q7 o% { - sheet[right_x, point_y] = step
+ R. D' j- Y: Z- t7 y; q/ S - new_check_point.push(right_x, point_y)1 N. k* V5 F' [. |/ S
- end& I- t5 g8 k, U* w' j/ ~' _
- if sheet[point_x, up_y] == 0% `9 B0 m0 p5 Z$ q0 R
- sheet[point_x, up_y] = step, F- _! m+ T h- u/ q/ S
- new_check_point.push(point_x, up_y)6 B9 m* f9 C: W( z& ^/ n0 @
- end
+ y8 R$ H' j+ S2 w6 e - if sheet[point_x, down_y] == 0
P2 Q% o0 C& @* V+ ] - sheet[point_x, down_y] = step9 H; V9 \: R% q0 p e/ W
- new_check_point.push(point_x, down_y)1 S$ w- |& C v* }. Z4 V
- end
" ~& E, w$ A; ?3 U& e! x$ S - end#endOfLoop2$ z5 ]; ?1 Z, `$ a
- break if reach_point
1 _/ G# m1 R$ Z6 A8 ^: ^* b - step += 1 o+ i9 o9 _2 t2 Z/ {; i% J
- end #endOfLoop1) ^; C7 F2 G/ U+ _9 z0 x8 W
- # 根据路径表格绘制最短移动路径 #
( s( }7 M/ j% G4 M - reversed_chase_path = []; step -= 1
, d2 Q& g! p; \1 y% }- z( [* X - point_x, point_y = @moveto_x, @moveto_y( ?+ @+ T* R H$ ]
- for i in 2..step/ T6 s; A1 c2 a6 |# j
- step -= 1
3 v" T5 D8 A# `! }7 y7 I. ]# ~) [ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs2 `/ n" ^- B+ L0 G! \* h
- if sheet[$game_map.round_x(point_x - 1), point_y] == step; W: O+ f. l: ?# }
- reversed_chase_path.push(6) |% [; Q6 ~* O$ s7 A
- point_x = $game_map.round_x(point_x - 1)
/ h6 R$ v1 d& X- m- s5 } - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step# c/ J- ~; w) y& @+ ?" Z" l
- reversed_chase_path.push(4): G; R7 x! N$ c" n l5 r$ h5 s, Z S
- point_x = $game_map.round_x(point_x + 1)
9 }8 Q; ^* B, ?8 f- y" L( A& [7 G! z - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step6 c0 U: f; _8 V
- reversed_chase_path.push(8)
6 r) j) ?- b& f. d - point_y = $game_map.round_y(point_y + 1)/ B3 K6 ?. U! V2 k$ f
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step: _5 l) o" l( V& z
- reversed_chase_path.push(2)
3 G$ `# ]: G: W! { - point_y = $game_map.round_y(point_y - 1)! S' d. c/ k$ d! Y0 g5 ^
- end
5 v1 G) f8 `. j t - else7 w( I. B$ u+ ?! {$ [ d! {/ P
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step
' {: c# W( b! L9 i - reversed_chase_path.push(8)/ F6 m* J# m, i$ `5 _9 v
- point_y = $game_map.round_y(point_y + 1)7 |6 p/ `. B$ D2 l
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
0 J# d) E# }, N2 A7 I - reversed_chase_path.push(2)
: V( W! w' D( H$ e9 v2 o, Y - point_y = $game_map.round_y(point_y - 1)
) m& q+ B+ P' `5 H - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
+ e/ X7 Q0 n3 A2 W, y$ h - reversed_chase_path.push(6)
9 M0 [! j! [, C$ m" Y# v9 s - point_x = $game_map.round_x(point_x - 1)4 L7 [- O" P5 a: [' D
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
6 J6 V* M4 x& y3 U7 @: g - reversed_chase_path.push(4)
& n6 \9 S6 J! V+ { - point_x = $game_map.round_x(point_x + 1)
) i' p: Y' U" S" \2 y- \ - end2 R' |5 R1 c" O' ~1 d) E9 {
- end
' W! ~+ K- A2 q4 x. {, ] - end #endOfForLoop $ N7 `6 e3 `3 U! H, _2 L; w7 n# y# w
- @mouse_move_path = reversed_chase_path.reverse; f" |1 C' ~' e0 Q f* O/ U' c
- end#airship
6 D2 _2 s6 @4 C: d - #--------------------------------------------------------------------------! J( Y2 R7 L( ~% T
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部4 |- h' T0 i( o! k
- #--------------------------------------------------------------------------' P3 T" G0 A+ s, e# l
- def not_reach_point
( Y8 r, O% d% L( l+ D - $mouse_move_sign.direction = 4! \4 ~, M) w! i9 D6 K; a% n- w
- dx = 0; dy = 0; dir = 0
. c- x, \8 @9 a1 Z2 V6 d* | - if @moveto_x - x 0
# c; N9 F' F) @$ Y6 I - if @moveto_x - x $game_map.width - @moveto_x + x &&
, m. r, S! ?" F8 A - $game_map.loop_vertical
- K( [+ d% w& f. O4 }- h o' P& z: J! U. Y - dx = $game_map.width - @moveto_x + x; dir = 4$ }# B/ e# H- p( l9 |! _5 \
- else
; X9 O. \2 K0 l: x% j0 q2 h - dx = @moveto_x - x; dir = 65 J7 m; `/ j3 Q! C" ?: q9 X* [/ Y1 l
- end
/ [ c4 `, W. W, y% a - else
7 h5 [8 I6 J r6 E0 ~- z - if x - @moveto_x $game_map.width - x + @moveto_x &&
5 v! R' k" n! Q/ S - $game_map.loop_vertical
o- b0 Z+ h/ v+ K( T. I - dx = $game_map.width - x + @moveto_x; dir = 6' p; m' a9 Y. g9 w, o
- else
0 ?0 H- ~ S& w) P U) \" E - dx = x - @moveto_x; dir = 4$ K2 M& z% ?8 e3 u+ E
- end
1 ]2 Q$ L7 \# @: }! E: d - end+ g3 ?$ s+ r6 s3 Y2 i. V9 ?- R% ?
- if @moveto_y - y 0. }- K- \+ I7 _5 |$ X4 }
- if @moveto_y - y $game_map.height - @moveto_y + y &&) J/ M- Y0 j9 F2 n) E
- $game_map.loop_horizontal) u- n5 y8 C+ C9 e1 i
- dy = $game_map.height - @moveto_y + y" h! w* E4 f/ P6 M" d. e$ C3 U
- dir = 8 if dy dx6 h) }; T, k: x
- else8 P/ E2 z0 a2 i1 A5 x
- dy = @moveto_y - y3 z& n+ Z& u, h6 c; @# b
- dir = 2 if dy dx1 i% F# j' G. C: i( j
- end0 q5 C" c" ^. v4 Q& \; I/ C
- else
& Q( j& m9 k. _0 U% C& \& o7 [ - if y - @moveto_y $game_map.height - y + @moveto_y &&! U% r, @8 X% k: @! A
- $game_map.loop_horizontal
8 ~; q( V" c9 s: G - dy = $game_map.height - y + @moveto_y- Z+ r: q6 U0 v" X
- dir = 2 if dy dx
9 y- U! l$ R/ V6 F+ e: y: q - else
- ?! c7 b8 ~2 w. L6 I - dy = y - @moveto_y
( n; u6 g/ s! o9 ]( c- p- {0 E - dir = 8 if dy dx
: ~$ w# \& t8 ^8 W6 B7 I1 } W - end
) q5 _6 E" H' Z6 n& S/ b - end
. g" p7 N/ v5 m - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
. P2 y) E0 g- u" c - end
. Y8 r0 s; E5 I0 @8 D# o4 e - #--------------------------------------------------------------------------! f- q5 S/ \! j3 G3 c5 U. S5 _
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制* p$ ]" a$ `6 U/ o1 Q0 c# T
- #--------------------------------------------------------------------------
c0 f0 Z6 g$ e: X - def landable(x, y, path)9 o5 C7 c/ |* K. ?; g- s: P: v& @
- case @vehicle_type- c7 @/ K% h: t- |
- when ship; return $game_map.ship_passable(x, y)
0 M, @' J) R, q( R7 M Q1 r - $game_map.passable(x, y, 10 - path[-1]) h& i7 @; H- Q! H
- when boat; return $game_map.boat_passable(x, y) ' P7 p! I, a) X/ {$ P+ X8 O0 ?
- $game_map.passable(x, y, 10 - path[-1])
5 O/ ^/ x& y; _2 O5 i6 ^) U - end8 b4 F+ e( L1 d w9 r* W
- end
! h6 k/ t3 e- U3 B7 _ - end
4 k( i7 h% M6 j* v
v2 `0 O& _% u$ L! ~2 m- #==============================================================================
7 t$ C/ K0 P# l& ^& s1 ? - # ■ Game_Map3 R1 ~8 _: G" V8 I; o }/ C
- #------------------------------------------------------------------------------
0 m/ s$ @" {5 m8 n. u( s; R f - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
' l" A6 e. y+ R - # 本类的实例请参考 $game_map 。& {5 s9 X; K7 s
- #==============================================================================
6 w L1 [) v2 a) q4 e- W - class Game_Map
* G; T- m2 m" O. }8 l! n; @5 L - #--------------------------------------------------------------------------0 `) t! ]; F$ S' i+ i
- # ● 定义实例变量. x. `+ z' A4 _& p; d
- #--------------------------------------------------------------------------
7 a! z. q- B( E! h6 |; T Q s6 g - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据) x X& Z* s; n0 l# b" S! j
- attr_reader mouse_map_y # 同上
: X- e" o% j1 p5 l - #--------------------------------------------------------------------------
- q% i- T b% `# \6 \+ m - # ● 初始化对象
" d( u5 q" C) g( L# Z - #--------------------------------------------------------------------------( Q2 w- x s0 |6 [! U6 \! N
- alias sion_mouse_initialize initialize1 R5 t d/ L9 q3 m7 U# A0 `) z
- def initialize
- Y5 P( n' d8 H l. l/ b% k - sion_mouse_initialize
! x2 @! v* i5 H: a - creat_move_sign #### y/ r* l ^$ `, N3 B% h* m
- set_constants9 z- w$ M: \9 ^* p
- end+ I8 e/ f" C5 T( @5 k5 A u
- #--------------------------------------------------------------------------
! l+ i4 ]+ [# ?! |4 |) h4 e - # ● 更新画面
9 g) K$ g1 f# s) U1 @ - # main 事件解释器更新的标志: G6 u( o# W2 U" h- T# I H/ C1 y
- #--------------------------------------------------------------------------7 u: L" d- m; }7 j
- alias sion_mouse_update update3 ?) ~6 P$ a1 U: B% H* F
- def update(main = false)
" c$ ]; s7 F% q' g2 M! E1 L6 P - sion_mouse_update(main)
1 c* `- x' U( x - update_move_sign
6 z m# z/ N. {1 A, h - end$ d2 ]5 \# M' Z! @8 Y- ~
- #--------------------------------------------------------------------------$ R' c4 K- s0 a! _, {# W
- # ● 创建显示路径点的事件! O, d5 w1 Q& b! f: N' o( D0 n% u
- #--------------------------------------------------------------------------3 ]9 e6 B) Z3 G
- def creat_move_sign
8 Z( p/ I$ [& Q. p/ U - $mouse_move_sign = Move_Sign.new
8 e5 R- v0 [+ P: D5 N+ h& x# e - end
; Q! ?4 A. u8 x# g" }9 D2 d! } - #--------------------------------------------------------------------------$ l( a6 E# i l. H
- # ● 更新显示路径点的事件
) `9 o6 O6 T& O) Z o - #--------------------------------------------------------------------------6 s+ L/ t. X$ H' I* p9 u# T! E
- def set_constants7 v: ?% S9 p) V" W6 L
- @mouse_pos_setted = true/ P! o0 K3 t$ k: b. N* `& o
- @set_pos_prepared = false
9 t' y% a" V' G - @mouse_old_x = 0
, f- m0 ^' a6 B! F7 D! J - @mouse_old_y = 0' y- K9 {: ^$ I L$ p, `- @; ]
- end
+ a, L+ h% g; Z3 ^6 V$ q4 k. C - #--------------------------------------------------------------------------
\" W$ {$ d7 l9 n7 o - # ● 更新显示路径点的事件
5 z; j$ Q- S/ j4 ?: ?3 K! p, w - #--------------------------------------------------------------------------
% M# e* v% P1 h2 k: A+ S- J - def update_move_sign+ M- c$ t. m) m1 `7 C+ U
- $mouse_move_sign.update
1 y+ }/ ?0 P% W& L - end8 H T, ]" D: f" t& q. k* `
- #--------------------------------------------------------------------------
& M) Q0 `3 y$ Z. f# _ - # ● 获取鼠标位于的地图块的x、y坐标
* k! _1 ?+ D: z, v) D% b - #--------------------------------------------------------------------------+ q# c8 e" J6 t
- def get_mouse_map_xy1 V+ N" e4 i9 L1 e
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y3 l# I5 C5 L& Y: c$ f
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
( ~& U. @9 u/ p( s* ^# F - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
/ M' F0 M0 w# `+ b Z - end/ d2 O/ D+ a6 e
- #--------------------------------------------------------------------------7 w- K: g7 h: E2 j0 n; |+ C
- # ● 返回地图画面时重设鼠标坐标
5 w" w! P: [" F- ?) }' Z' o4 x - #--------------------------------------------------------------------------
& c% ~# l" L k+ e, x9 s - def reset_mouse_pos
3 k( P4 x3 Z% P1 A - return if @mouse_pos_setted/ K7 h d$ g0 l6 E1 ^7 g- L5 P
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)( m4 y# L$ g U+ e/ F
- @mouse_pos_setted = true
$ A0 t. ^, V' t4 I' o* B - @set_pos_prepared = false
( o& r! D- D8 g4 x' \3 z* x* v - end
" i3 h' v. B' R - #--------------------------------------------------------------------------
' h( L4 C2 P& t* T5 i" { _+ V% ?4 u# s - # ● 重设鼠标的坐标
! Y( S8 D( @: v8 N" h& r" c - #--------------------------------------------------------------------------% ~8 ~! S. k0 o7 N
- def prepare_reset_mouse_pos/ u# s& v. k& A5 H" a3 D$ s
- return if @set_pos_prepared% X! V: a) V) J
- @mouse_pos_setted = false
) }) l" }: _/ L& u0 N - @mouse_old_x = Mouse.mouse_x$ M& N' T4 ?) j* ^, Y+ J) ?3 g
- @mouse_old_y = Mouse.mouse_y
2 l! h" D, s, \9 n8 d* ?' ~; l - @set_pos_prepared = true9 N' a( ]' ]1 A* N( v+ [: k2 K) F
- end
! g6 q) z S. u2 A. B- j+ I3 x0 n4 ? - end
\5 n" _" n; M - ( ^7 C3 H3 L3 l
- #==============================================================================
3 z! S d0 d% o" {, v% c - # ■ Spriteset_Map2 F' K/ h: z1 G1 x
- #------------------------------------------------------------------------------5 p0 |, Z5 F) `9 e' |
- # 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 x- X1 C* x/ ]1 M2 S
- #==============================================================================- U+ B( `- c& K0 W! `. g0 K
- class Spriteset_Map1 T" j, |2 m0 ?7 F4 V3 ?
- #--------------------------------------------------------------------------
- T, l! P* b E# }4 X - # ● 生成路径点精灵6 f+ y6 ?. V u+ o
- #--------------------------------------------------------------------------$ g2 ?- z7 t) `8 T
- alias sion_mouse_create_characters create_characters
& y( Z; e& T# t c - def create_characters
# C" @, H. P, P2 |1 G: x* _! U+ s" t - sion_mouse_create_characters- I, T' b- q3 j5 i6 u
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
/ J8 a X; t/ L' B" W - end
4 S" w7 D, b( v+ L: Y7 ~ - end
! J- S! k1 W( a4 N& x! U5 S8 g - . f/ G3 \' p/ r* D" [9 s
- #==============================================================================9 t9 g9 e9 u# d- D
- # ■ Scene_Map
+ Y2 d4 G& s' y: n% B; d' Y - #------------------------------------------------------------------------------
7 f: |% |1 d# U - # 地图画面2 `# F( o5 T) z' K7 s
- #==============================================================================
' |; b. @- m2 j2 K$ H - class Scene_Map Scene_Base
6 \' i5 |9 ]/ i! u - #--------------------------------------------------------------------------
# s; z% T* w/ q3 ^& Z$ @" S; ` - # ● 画面更新$ t( t, o, l" H2 b
- #--------------------------------------------------------------------------
* b6 c- S: T& C& k1 k0 ] - alias sion_mouse_update_scene update_scene
" P4 a( u. u! c: o, T - def update_scene
" W+ K, O: c( T7 I - sion_mouse_update_scene6 @( d+ u0 W6 h, D5 W/ ?/ A% v* X3 p4 ~
- update_mouse_action unless scene_changing3 q" G2 E q- @& b
- end! G, ?2 \8 e4 W9 f
- #--------------------------------------------------------------------------
- y% t8 |$ u8 _# J, q) Y - # ● 场所移动前的处理1 q9 B) |. p: T' f+ d9 o; n1 k
- #--------------------------------------------------------------------------, D+ Q# n9 o( C' b* B1 ?
- alias sion_mouse_pre_transfer pre_transfer$ J# t! H- z$ ]2 @7 B3 F
- def pre_transfer0 }2 a9 X* e- u0 [5 ]3 x+ ~; c
- $game_player.reset_move_path+ \) z) P! l8 W, w p
- sion_mouse_pre_transfer
; P: t. h5 c p' f2 a - end/ K0 Y, [5 x& q: q$ G
- #--------------------------------------------------------------------------7 F. v: l f, f- M( R7 u
- # ● 监听鼠标左键的按下
& P/ k1 c( d, P8 o% L& Q - #--------------------------------------------------------------------------0 `: v$ u, O9 V; g
- def update_mouse_action
$ l+ s5 A- Q* d8 P! a( c - $game_player.left_button_action if Mouse.press(0x01)0 B( S' N9 U* |, J& L
- end7 j% @; ?( f' A. ~; @& g J% Y& j0 U
- end
' G/ C( g% Q$ g5 e - ! ?$ P2 h2 U2 v' T& m% L1 G$ }9 \/ l
- #==============================================================================
1 r; J( W2 B3 g) e% L - # ■ Scene_File5 \. @# D! E+ [" e6 V% c5 |& q7 y. K, V
- #------------------------------------------------------------------------------' J! ?0 e {2 u0 S
- # 存档画面和读档画面共同的父类( E$ [, [: [: S9 {
- #==============================================================================- z' q. U& o- a8 K6 u4 q* C
- class Scene_File Scene_MenuBase
8 |( c0 a( S1 Z6 R. d - #--------------------------------------------------------------------------$ J4 z/ k i% N: r
- # ● 开始处理2 a M0 l8 w5 p# Q' e: b- ?
- #--------------------------------------------------------------------------6 W7 g" [" U# o k# B/ _: r
- alias sion_mouse_start start7 H4 C6 W3 t" h% z* W: N
- def start6 b- U6 Q2 O7 i' q
- sion_mouse_start
0 y/ _3 }2 `0 ]' g6 V9 H. | - @move_state = 0% M2 } u2 a' S) w
- set_mouse_pos
4 s* a9 }4 e$ ~9 W2 P# P! o - end
* ^% O9 F Q) S3 Q/ V' c - #--------------------------------------------------------------------------
; |$ ~' U- L. L6 | - # ● 更新画面) s0 m( z% R3 \$ y, i+ u4 m
- #--------------------------------------------------------------------------
* }( f/ y4 \6 ?8 K7 m) B# t - alias sion_mouse_update update" O- V1 W$ V C, G7 \; g
- def update. Z& Z: i: `: t# z; w
- sion_mouse_update3 Z3 D( A0 R. N" `0 T* }: j
- Input.dir4.zero set_cursor set_mouse_pos' o& X) C+ |$ Q5 {" h3 i& M
- end
/ ~- J3 Y2 z1 V E2 I9 u1 ?5 r, C - #--------------------------------------------------------------------------( R! g, q& u" q# H
- # ● 更新光标
) M; {7 l3 t3 H% V( N1 H - #--------------------------------------------------------------------------
7 v m- M2 z/ l# A; k. G1 J - def set_cursor3 _' N5 x, s+ D1 I0 E/ ?% {* K4 j. e
- @move_state += 1$ }# ~( k k, N3 g
- last_index = @index
, }, y3 t0 L: ]6 R$ [3 W& H - if mouse_which_window == -2
% ~ A8 {% c0 {/ K. b - if (@move_state - 1) % 6 == 0
8 q! ?/ o, g8 T3 D - @index = (@index + 1) % item_max if @index item_max - 1% H* R) O7 u. `/ {! z& g
- end) o% K$ c3 o4 d b: S
- elsif mouse_which_window == -1( V: F: g3 z7 e1 H4 f/ Y
- if (@move_state - 1) % 6 == 0
# l; g# H7 u' D" ]" y - @index = (@index - 1 + item_max) % item_max if @index 0, ?2 F6 [1 \- Z% Z" T# J4 P
- end
2 b+ D& F* O* d |4 F0 w! ? - else
5 P( l1 A& Y$ Z3 y# I3 U - @move_state = 0
' Z1 p+ g: g+ e! a2 U - @index = top_index + mouse_which_window1 u2 _, d9 X+ ^5 v# i
- end* G# l6 P8 K/ [. G @
- ensure_cursor_visible8 V) R2 ]* K% U* J! O6 e
- if @index != last_index% q7 \* m9 E1 i5 F8 ]! i, |
- @savefile_windows[last_index].selected = false
1 m! g) S2 Y6 N* r1 S! m - @savefile_windows[@index].selected = true9 \4 ~* c% h- }. p1 E
- end
/ e% p! E1 ?7 j& s J4 e* p - end0 v8 ^8 o1 T- U; w
- #--------------------------------------------------------------------------
% H- }( k O7 G+ ^" {/ r4 ~ - # ● 判断鼠标位于哪个窗口
( t3 x: U+ ]* o. t! M( O - #--------------------------------------------------------------------------
3 {% [5 A: W! L4 f7 z! D* V - def mouse_which_window
9 u! _' k0 v# w" k - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
5 d0 M6 T3 L+ ~* c0 s7 n3 Y( r - if mouse_y @help_window.height + 149 ^' h) q) ~" b4 n5 M" \
- mouse_row = -1
; X0 Q( `. g) C4 f G - elsif mouse_y Graphics.height - 14
) D A; M4 x6 R1 f' D- S2 n$ G* T - mouse_row = -2/ A) e% ~2 o, _; Y5 K
- else
, F; K2 h" l% j9 V- M - mouse_row = 4 (mouse_y - @help_window.height) : \% Y5 E0 q% X* A, [
- (Graphics.height - @help_window.height)
2 U2 S7 n o B: t8 ? S - end
; N- w( ?3 d0 v8 T8 Z - return mouse_row. o, b1 M6 _) z) W7 b z# Q
- end
! w1 P' e a7 z8 h - #--------------------------------------------------------------------------* N$ s6 N0 B+ p. @0 r* V
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
+ U1 N$ N4 T7 v1 c% O* Q ? - #--------------------------------------------------------------------------
& q9 S/ ?' L+ O% { ]( o5 K - def set_mouse_pos% ^, z! q! s" R* ?( v# z
- new_x = 40) w# y h, H9 Y. y
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
; M' K$ Q$ _; Z* U - Mouse.set_mouse_pos(new_x, new_y)
8 e: L! T Z; w - end# ~2 Y' @/ B' d# c4 ]6 u3 d1 ~
- end
* B/ z; t; V! C; H - ' X( O6 a# w8 O& p3 Q4 ]
- #==============================================================================, N3 h4 o: q9 |; d$ i) Y1 S7 f
- # ■ Game_Event
6 |0 R! T7 V0 ^ e - #------------------------------------------------------------------------------
6 C- d) I3 {( v. o8 l# Y) w+ ? - # 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。
E, I& g% `- h& F - # 在 Game_Map 类的内部使用。
! H( C# ^" M, V' ` q, d; [ - #==============================================================================' B, ]; I/ F7 {$ @ `7 `7 _% W
- class Game_Event Game_Character
S: K1 ^6 C* U- y( b - #--------------------------------------------------------------------------* H1 X w" i1 V8 a5 G
- # ● 事件启动7 _" g4 z& E& K s5 U, X
- #--------------------------------------------------------------------------
0 o+ z- P/ t% O - alias sion_mouse_start start: J/ W. f4 M4 I. g/ P# j2 o
- def start4 m/ D2 t* E& P
- return if mouse_start && !Mouse.press(0x01)$ g7 z& N: j! x8 [0 V$ ^7 W
- sion_mouse_start& w& _2 F7 D/ N5 I: S
- end
6 Z/ x+ G: ~$ S3 s$ G- h - #--------------------------------------------------------------------------! [0 u P+ \& l+ q( ]5 v, {" A
- # ● 判断事件是否由鼠标启动+ H0 C0 `" ?2 s/ [# g! F
- #--------------------------------------------------------------------------& L* I' }& Z$ @ a* z5 o0 r
- def mouse_start7 e/ p, D+ H: U
- return false if empty
7 I. _4 n& K, z) {+ q5 R% i: ] - @list.each do index' d( V% Y4 w0 p) M
- return true if (index.code == 108 index.code == 408) &&/ i5 V$ G) C/ }: F# H5 X
- index.parameters[0].include('鼠标启动')
3 H0 |7 p1 _( F( j; S+ R# N' b - end: F9 d! X! ]- U/ \3 F
- return false
( D+ z$ x& A. G* c - end5 o5 W" F* _" V, x) Z% {
- end; ]# X( W, i: J5 a }3 k
+ D- o! g @, w! t- ####泥煤的height# v0 H/ S- |) U3 n
- # @height = height
" }& x' m$ S b$ k7 L) a5 U# E; t
% N7 X# y" h9 n2 a+ M- class Area_Response
1 J7 u0 }* [' ~* n - attr_accessor type
" _, Y8 W. ^5 v# K1 r# q - attr_reader ox3 V" {1 h: h( O# G; q( b8 P8 M* k
- attr_reader oy
) j1 W$ p' _5 e$ N3 C; p& K$ n - attr_reader width
: l+ t3 Q# t+ s% z# i2 c' ?4 T - attr_reader height1 u$ O6 K9 f( Y. t e( E
- attr_reader switch_id
+ G4 M) }$ q& U) |/ y7 l - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)4 ?; p8 a9 s- a2 z3 j5 b- k
- @type = type
" R( s9 p0 K' Z" }9 |; [ - @ox = ox
- H8 J$ W5 S1 _9 T% X) | - @oy = oy3 E3 l4 e/ \/ ^( n: i$ R
- @width = width
# y. `( `! y* s- Q - @height = height. o+ Q5 w3 z" }) o
- @switch_id = switch_id
7 N( ?& R1 N- U' f - end
. L0 [+ g. l1 N/ i - end
+ V0 \6 G4 C- x/ O e3 y+ R$ m - % X9 [* W& T: t& E7 G. f1 K
- $area_responses = []5 e" w( j! ]! L1 N. [2 J: }6 T
3 ^" S4 t/ ] m- j- class Scene_Map
$ \' m( O' z1 r, G- Z% f - alias update_mouse_2013421 update_mouse_action9 c: w: G( X, d! J! n
- def update_mouse_action/ L( _* D" @4 l* w% h
- update_area_response# W2 @8 m- K* }' w" b
- update_mouse_2013421
E6 R& x( m* d2 j( b - end. l% n6 T; c3 g2 ^+ k
- def update_area_response3 x7 x& i' W" Y* ^1 M
- responses = $area_responses
! m4 J* O# K' L" ]. j - responses.each {response
3 ? ^- a" W/ ^6 p1 I - ox = response.ox! [& R( ?" o$ X4 F6 Y7 B
- oy = response.oy6 [* m0 C' V6 L7 H8 i& @) g; C2 `
- width = response.width
9 C: `: s+ x; j! g% o - height = response.height3 ]; O; o8 @0 {4 J3 f/ I
- switch_id = response.switch_id
, _' y9 B- g/ `1 i/ T2 m) v - case response.type& @0 h7 |8 k8 c0 o- U2 F
- when 0
5 ]3 o, `9 o0 p p- p* `& Q# V" O( D: t - if mouse_in_area(ox, oy, width, height)* S. B4 F5 V) j& V6 r S3 U; _1 H* K
- $game_switches[switch_id] = true
; T5 S1 b6 N# p, u+ t& p7 s - $area_responses.delete(response)5 u; d& p- K u6 P- v3 d9 Z
- end
# Z5 U6 ~( ^! C7 r5 M - when 1
* Z' i- |" V+ t( @3 h$ R& x' T, E5 { - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
! M9 R- n5 K. N) R6 K! H - $game_switches[switch_id] = true
/ U% B) i1 s' A1 ^6 w - $area_responses.delete(response)0 s" y8 l4 e5 z% c* O9 r
- end
! X' k$ Z0 M# S9 e - when 2
" X; ]0 W b- V: F( } - if mouse_in_area(ox, oy, width, height)/ f3 ~1 Q( |$ }# w5 L3 J6 W
- $game_switches[switch_id] = true
4 N9 l1 s) M8 M. ]$ v& u! n - else' x$ ?/ i0 i+ j5 h
- $game_switches[switch_id] = false+ [/ x9 J" x1 B$ d6 `' q+ u
- end/ x9 L0 h- W. j
- when 3; C+ V+ h- V' E" f. _# E
- if mouse_in_area((ox - $game_map.display_x) 32 ,
" I" h4 p0 \, v+ p) }2 N - (oy - $game_map.display_y) 32, width, height)
- W7 X; r" m: t, B, e8 y$ R - $game_map.events_xy(ox, oy).each {event5 d! P+ s1 D# Y5 u
- event.start
2 E+ d! Y6 Q1 U+ R7 b$ R - $area_responses.delete(response)& o3 b2 l6 W2 P4 m2 D
- return* K1 \9 q- k5 C- }5 ^
- } ! J6 C9 D, E4 N6 Y' v
- end
& R5 e! {7 b6 u) ?1 A; X - when 48 J+ m6 D6 @' x
- if mouse_in_area((ox - $game_map.display_x) 32,
4 r$ h# y# E. C. J* d$ X5 |& C - (oy - $game_map.display_y) 32, width, height)( Y( W5 Y( y) m$ M4 s0 ~! r
- $game_map.events_xy(ox, oy).each {event8 P5 d( A7 ?1 [9 Q+ ~+ _/ b, [# d
- event.start
c4 ^/ o4 c. I - return& _" q/ U4 Y) _) b: u! f' D
- } 6 [9 [3 `$ ^! h( b e
- end# L$ w' C0 N( K
- end
% k$ ^# u8 {8 B% x" G - }
' J! y5 v" v" ^# F( O) ? - end3 |+ V8 P% F& w7 D. c
- def mouse_in_area(ox, oy, width, height)( H7 `) ]4 o: e1 Q7 ~4 Q6 @8 a& J
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
4 a6 v1 y* a& G3 h) S1 V3 w) o - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
3 k6 @; t3 `& a+ h7 _' `0 _ - end
5 M. c3 Y1 M& b% V! u - end. q) q0 }) y0 ^( J# } ]& K6 x& R. W
- class Game_Interpreter
% \7 |, J. h* l7 \9 {. \% Z - def area_response(arg)8 e, t" m( A# _7 k
- $area_responses.push(Area_Response.new(arg))3 J2 G" E/ ^! `8 D: P* _
- end
8 ]# [: _8 j4 M - end
$ V5 h$ i7 r- q9 K |- W2 g
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