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純屬給LBQ腳本:- =begin #=======================================================================0 k$ N2 e, C( J& z! ?3 ^: ~
l, F3 \+ }! X9 A. y- Sion Mouse System v1.3e
5 E+ u+ Z9 v( C9 y- a - $ O/ y* S8 Q' e) ~- `0 c8 Z3 x/ G
- Changlog3 I& H& Y" q& j8 w+ Q( ~9 h
-
# k9 y. n& g( ?( |' R! u9 G5 j - 2013.4.21 v1.3f
8 l/ n- e( o7 V7 } y -
( D" P$ W, t: m& O8 d' l - 1.3f 卷动地图 bug 修正
1 E; x H/ N) |9 R5 U" X% M! [ -
, `1 H: ~# h6 e0 a- t - 1.3e 逻辑优化;提供解除鼠标固定的接口
; e: @/ A* ?7 W1 z3 }/ ?# c% }; T - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
" i2 @2 U- v3 P6 D0 Q. K - Mouse.unlock_mouse_in_screen 解除锁定
: d3 ^/ z9 v$ W- D I1 g7 O - ) N3 m; ?% k i
- 1.3f bug修正4 S1 a/ z4 e% F/ @# ? F7 _
-
+ |, _' f2 z6 x" R7 C - 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
# `) d2 B# x0 w1 t6 D( y9 ~ - 关闭菜单时,鼠标是否移动到原来的位置。
2 \) ]0 ~8 {$ }* o, C
% e ^) @" `; A3 D0 f' j- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
$ P; m, A/ i- P& g - . ]! n# X/ @* W0 u, F/ O" q ~
- 1.3b 修正一些罕见的bug;
! l" ?! b" F$ @, m. o: R2 Y - : a3 m. l+ `: r! C
- 1.3a 代码小修改;
5 f3 [ m$ h6 ^0 D - 加入了鼠标点击启动事件的功能,+ ^, [6 `( J2 a& ], T
- 在事件中加入“注释”: 鼠标启动 ,
8 n* ~( L% @3 v! I - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
( D8 W' W. ]" C9 |( {) }3 {7 J -
3 N) }2 n6 A- c5 R$ C- G - 2013.2.12 v1.2
& w4 o- `* q) Z - " ~8 R' c2 E3 _. h# N# Q2 H5 Z
- 寻路逻辑优化;
! T; V5 U) M8 M& |9 B - 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;% P6 G; W- F5 b& B2 S" r" M
- 现在支持用鼠标来操作载具了。
* p l* Z4 U0 _$ g. _ J* t - / J" t7 L) h3 Z. Y ~/ A
- 2013.2.8 v1.1
]0 m6 Q- @& v0 O
2 N6 X! g1 i8 C/ C3 T. w5 C4 d- 优化了事件判断,现在可以方便地启动柜台后面的事件;5 v& w6 E* g# h+ D$ k L8 a# z5 E* m
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
5 n' l* T! s/ ^$ b' I - 移动时,路径指示点的绘制更加稳定;5 ]! C1 ?& s% ~) h
- 现在支持默认存档画面的鼠标操作了。3 @( b1 Z9 R O+ j
- ' F- r0 Y- j- i
- % I3 j G) ^; `- C
- OrigenVersion: f( `, n& P0 A# L' a4 T4 a D
-
5 i, E! o* M* e/ H% X( | - 2013.2.7 v1.0
: M6 ?1 C3 ?& l8 }9 I' ?
; X5 D. R! q8 I- 主要功能% Z8 i2 ]3 t7 ?$ ]
1 F$ ]3 X4 E$ R- 使用鼠标进行各种操作...
+ X1 C# B1 E7 M: x! K# t: @( R - 将鼠标锁定在游戏窗口内
# z: i5 k* _. y' r) v! [* j - 自动寻路,按住 D 键可以扩大寻路的范围
4 r( s( d* J( M - 双击鼠标进行冲刺
/ B7 F& F' x @9 E) A& _! z- i - 更改地图卷动方式以适应鼠标移动5 G& x9 d' x2 A* D9 ~# I+ L
- 变量输入框改良
: h9 X& w0 @$ @' } - $ C7 M+ I6 K1 x$ y
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹7 A$ n6 ` u, v# J$ ?5 ?, z- `
- & ]( `2 {5 J% P6 y( C
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹6 r, O. R1 K, P. }, i8 e! R
- 3 _! d" h/ [5 E* W' _, O
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
- @ L. I- }. @& L" \ _
( p4 p6 f$ ?6 [. E) G; m- * E( t- R. x; }" b- v% S
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
& g D2 _, W% C( y v: g - ! J: H4 Y0 A+ a3 |" T
# f: Y8 z8 s1 J- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示' _3 O- i q! E, c. a+ P8 g
& N& b& U5 ]; g( n+ K; K1 k0 m- #==============================================================================
" G# Y8 M" k- k5 ? - # ■ 常数设置 5 n2 B6 i5 {9 ^, o: A# j
- #==============================================================================' z3 U/ J$ `7 L8 a
- module KsOfSion7 ?2 F2 U/ v0 c
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false+ i! w# [3 P' {5 {
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑# ]/ f# K6 b1 G0 Q5 m% S! g6 j
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false, y* g8 J6 |/ I" V5 v# o" ?
- 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/ E7 V" ]" r; E0 a/ w. }7 {4 |7 A: P
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处( u; E1 d( Q& ]# H) `0 F( D4 Y
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
7 F* d% [* s s, ^1 o o - # “30” 是默认显示格子数 长(17) + 宽(13)/ t' g7 ^; p6 v
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
8 Q6 `9 l. W7 s% p; w - # RM几个内置的空键位 (X = A)(Y = S)(Z = D); H$ P! P- O! S, f# ]8 _5 }: r6 j0 x
- end
2 R! N2 W8 \# h' c/ P3 V
) u) k; I" ^) ?& q) b( x4 |( z% J, \- #==============================================================================" T) I! {6 A5 Z7 m# y7 z9 t
- # ■ 用来显示路径点的类* y! B1 `: {7 T; \! e
- #==============================================================================- d( @5 u# `* c; _' P$ v" a
- class Move_Sign Game_Character- R7 \: |0 @3 t6 t; }" k9 d4 [3 R5 n
- #--------------------------------------------------------------------------
! G! c! W6 i8 c - # ● 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2 G+ W4 D. X! i7 W* g! V
- #--------------------------------------------------------------------------& j5 G8 R+ s# `% u! F( X" U
- def init_public_members
0 M4 G, x! f' U* w6 Y9 C - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹! {' L- T/ X$ j; v3 ~" P
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
% A+ A5 N* r: i9 }) { - @move_speed = 5 # ★ 踏步速度
V+ D' I* I! ? - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
) F( F+ i( b) P8 _7 o4 ?4 ~ - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度5 }- K- O6 G' i* c2 g# P
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
' O n% d+ `5 P0 G - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
& b3 Y$ U C$ H0 m( c- n$ s - @priority_type = 1 # ★ 优先级(默认与人物同级:1)+ s m% b- [3 Z1 B
" @5 g0 G1 ^& \+ O) _! _- 7 K8 x* G+ g1 G: b8 h% g/ t
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★2 c; z& {( q) c
9 h& _2 P/ N( j8 { M- ) ~: J1 Q- T! M* u, Q+ q' p; C
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图, X! I$ k3 c; F( v" P* A' I) ]% D: x. E
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
9 @! R* B- a( A) W0 h - [% a4 ?1 i/ w k
- if $no_arrowpic_warn l' q1 g# s; Q0 ]. ^! j9 P
- MouseShow_Cursor.call(1)
9 y) T. w6 Z* J - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png. W* S8 W I% K! b( Y a' ]# G
- - {: q% e6 _7 E- E
- “路径指示点”将使用游戏自带图片
. w) h# L( M; z2 {4 @7 V - 2 {2 e' T9 G1 \2 H
- 该提示可以在脚本内关闭')2 u2 q4 K# N" b1 k7 g( `1 u' U! d
- MouseShow_Cursor.call(0)
+ A2 K2 A/ P6 f" | - $no_arrowpic_warn = false" J+ P+ k8 |4 b y y0 j0 P
- end
1 D5 V( e9 \$ X! `% s/ L5 o - @character_name = '!Flame'6 b% R0 n* P( m# M' y5 S4 C
- @character_index = 60 ~1 @3 _7 ?! l L; y$ H; c" R4 a* D
- B: W+ w/ v2 r8 {) f3 @# u. V. m0 k% o- end
/ C5 H+ m2 \# z - @direction_fix = false # 固定朝向
: Q- o7 G3 o) j& z - @move_frequency = 6 # 移动频率
! C8 a1 N2 I! u, F/ ]* r5 W - @walk_anime = true # 步行动画% k: X/ O2 E- a( f
- @pattern = 1 # 图案2 A0 `# s- o+ H6 a3 D3 ^
- @through = true # 穿透
. d1 c2 U8 T$ k - @bush_depth = 0 # 草木深度
8 r) r7 h: T/ a) `: _9 n - @animation_id = 0 # 动画 ID
* }: c. u1 ]5 Z. h! i/ |: A6 E& G - @balloon_id = 0 # 心情 ID
+ W$ o+ a" V% e# b7 j - @transparent = true # 透明
! I; Z0 Q- l: {" Q9 N+ H - @id = 0
, x( `5 z$ g7 z4 V& x - @x = 0
1 d& q/ h2 t. z: @9 c8 B, z6 J - @y = 0; {' O. g! h& n5 X. H
- @real_x = 0
* `3 B9 U2 K+ q - @real_y = 0& R/ B/ p; j; ?4 n }
- @tile_id = 04 V7 t* g# `" }, B2 W
- end
. L1 O. t, [8 W$ g7 H2 Z4 W - #--------------------------------------------------------------------------
2 }# `5 E1 Q' U) O3 ^, c" g4 p - # ● 定义实例变量1 D* k! k! L8 o% T
- #--------------------------------------------------------------------------
- T$ Z0 c- g' _) z4 m: V - attr_accessor direction0 Y4 h' M; J$ B _! t! B+ N
- end
: e1 f" |& H/ U, w: o# I" o4 M - % K( [9 `6 _- w4 N
- #==============================================================================
( z. ^) t8 n2 c# { - # ■ Module Mouse: w6 w- {$ X7 v; _
- #==============================================================================
/ ~" q4 M! b: y+ i9 w - module Mouse) C( I t. @: i. g1 n! e
- #--------------------------------------------------------------------------3 R( P9 X7 R3 [' P
- # ● API
; m9 q' e/ I) w/ { - #--------------------------------------------------------------------------/ X" |- U$ r' j4 o
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')/ a- g q3 g+ E, w
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')6 Y7 @1 z e4 Y3 q9 o
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
* n( j/ ?9 b" S, P- ] b+ g - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
$ }: T, r! x8 L7 ` - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')$ o, R2 A9 G+ e. O9 k$ w1 v
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')# R9 i; k& |+ _9 K) l7 i8 V
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')# d) ~+ G9 f3 j" J1 h, u( O
- Window_Hwnd = Get_Active_Window.call
' ^# Q/ K) P8 a - 3 L$ m, V$ I+ B; U1 E
- class self
% f: I: @' k% y - #--------------------------------------------------------------------------
8 U1 D- H0 D3 v - # ● 初始化( f& J1 r7 Z A1 h
- #--------------------------------------------------------------------------5 _6 T1 R* K3 K: k! P# b
- def init
. L* s, t- Q9 q& s, Y - lock_mouse_in_screen if KsOfSionClip_Cursor
4 R# N: E" y2 l! ~! n - @left_state = 0
% ~/ N- X$ ^5 e1 l; F# v6 T - @right_state = 0% Z3 m. B: ?) s' H: ~
- @ck_count = 0 # 帧数计,单击以后从0开始7 ^0 ^& C6 Y( r0 I% u7 N: O% F: Q
- @dk_count = 0 # 用于双击的判定1 {$ ^0 E' p( Y) B+ ~" \1 G
- @clicked = false4 O" ]' Q$ {# g2 C, D; S/ P5 m& e
- creat_mouse_sprite
! H1 O' }. {, U- V - update! j! z$ D8 D$ E
- end& s) Y% B5 j! L& D& D2 S
- #--------------------------------------------------------------------------
+ u& V' i; r, |! `; k - # ● 鼠标指针精灵4 p' \6 z0 I& w3 Q" s
- #--------------------------------------------------------------------------
T, q: m0 ~ i4 } - #~ def creat_mouse_sprite
& C6 q1 v+ [5 D0 a& `; J - #~ & e$ G: H! p* F2 Y# z
- #~ @mouse_sprite = Sprite.new: U7 \% k" O! ]7 I6 T0 M/ A3 R+ ?
- #~ panda = 2#rand(2)+1! ?' B; P5 a$ p4 E. N/ C
- : t. E/ B6 c2 ]; d7 b7 f
- #~ if panda = 1. N5 g* l* W6 D! \5 ]" ~
- #~ if File.exist('GraphicsSystemCursor2.png')
4 c: C0 D- K. R+ X8 h - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
6 M" G( P7 e* u3 M6 Z - #~ end#with if File.exist |) J4 @' b- ?. _5 S( d
- #~
3 U4 l% u7 ]' C5 X j) l9 q - #~ else if panda = 2 #with if panda=1
: g7 ~7 E% @; d# o- L - #~ 0 a' z* l F& K7 E; H- n
- #~ if File.exist('GraphicsSystemCursor2.png')+ e1 M( C* `$ C+ l! }8 {& o
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
9 N+ u5 J t& T z* L - #~ end#with if File.exist
4 l3 v7 y1 s6 a# N/ T$ h* r6 A, j' x" _ - #~
# J Q( k: z- y# ? - #~ else #with if panda=1+ T( E0 Z% t; Z6 n9 a4 d9 j
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)) w$ f) ?8 K+ l7 s( O/ H, y0 Q
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
7 n) b" G/ a- U- j - #~ Rect.new(5 24, 24 24, 24, 24))8 r7 C$ f- r, c/ W8 F
- #~ end#with if panda=14 K; I8 b! W( V2 J
- #~ & Y' ?3 C' y, Q9 i. o: S1 {
- #~ #with def6 G6 R5 B: E( d; p
- #~ end2 }: F. m8 P0 Z5 a. p( R
- def creat_mouse_sprite
; b. n6 E1 S# V* x3 T6 I - @mouse_sprite = Sprite.new
. e) |; S- q2 U9 F) m1 X$ a; s - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
: x: F# _# f' d! u( D. k - @mouse_sprite.z = 9999/ P$ t. I X$ }. D3 b* Q# ^1 a" F
- Show_Cursor.call(0)
# y0 u& R: b$ d, ~9 j- h5 b - end
$ C( ~. q" c! b- @4 n
; Q8 r4 L- H8 {) r; w6 Q/ s- #--------------------------------------------------------------------------$ }5 y9 d# ?. [ s0 u% _" ~$ w
- # ● 更新
1 f6 s* ]% @% O9 E C- S: W# _ - #--------------------------------------------------------------------------+ W5 v# W0 E% o+ i% t* a( i/ y0 J
- def update8 r/ g0 }7 j* q' @0 B! {
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
6 Z! T2 B# g { - left_state = Get_Key_State.call(0x01)5 z+ [1 V5 ]4 T1 e, ^
- left_state[7] == 1 @left_state +=1 @left_state = 0
! J% n- }7 l: m+ d4 V - right_state = Get_Key_State.call(0x02)
- K% Q2 i0 p [; K* n1 | - right_state[7] == 1 @right_state +=1 @right_state = 00 q5 l, x+ U; W, B# E. \1 c3 h
- update_double_click3 ]- l5 [1 a0 D$ B b& B
- @left_state == 1 @ck_count = 0 @ck_count += 1! H, n! l( H1 I; V& J; U
- end) G/ v3 |7 e3 L! L5 C9 A8 p
- #--------------------------------------------------------------------------
1 d7 l( ^; s$ o - # ● 获取鼠标坐标, W5 X$ O! `7 S7 {/ w
- #--------------------------------------------------------------------------# M, C, C+ b. `, @
- def get_mouse_pos) d; Y7 L$ X0 ` E6 @
- arg = [0, 0].pack('ll')
[( ^) \1 l2 l* b - Get_Cursor_Pos.call(arg)
- |6 @( ^1 Z/ M Q - Screen_To_Client.call(Window_Hwnd, arg)
/ t8 h+ ?; \& \( |9 v. X0 j7 ] - x, y = arg.unpack('ll')8 S6 F' x: \' U) z# e
- return x, y
. o# X* L( d, P& k6 L6 Y# z - end
" O1 E0 D: q- J, P7 I. ^ - #--------------------------------------------------------------------------' b5 a4 ?7 J' n5 @0 d8 q
- # ● 将鼠标固定在屏幕内
* o2 Q4 ?" a$ x8 [$ p% G: n - #--------------------------------------------------------------------------
- v0 ?5 A% _- D X1 [+ p - def lock_mouse_in_screen
, `8 r1 U+ T2 H* Z7 ^ - arg = [0, 0].pack('ll')
l$ E- s# F6 t2 Z3 O! ]# I( Q; n6 w - Screen_To_Client.call(Window_Hwnd, arg)$ f [9 }/ `7 ~2 W
- x, y = arg.unpack('ll')
: H/ Q: E1 d- H/ w _6 M5 z* } - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
# y% S- ^9 S+ h& m$ l% v - end7 z! x, ]5 S1 B$ f
- #--------------------------------------------------------------------------3 _; F' g0 f1 Y4 C) R+ s6 Z4 j
- # ● 解除鼠标固定
, n4 N! W6 H* q! q# {7 S - #--------------------------------------------------------------------------
' F# B! {% f6 L- [4 Z2 r" `/ y - def unlock_mouse_in_screen, N$ f1 T* P: ^1 b
- Clip_Cursor.call(0)
" `1 M+ K2 L; S9 S( c" ? - end
& u+ ]3 y$ g- k0 O+ n | - #--------------------------------------------------------------------------
( D, f) ?1 p% y7 n - # ● 鼠标双击判定4 `" o% |4 U4 \2 g% A
- #--------------------------------------------------------------------------
! D3 j4 e2 p z, `* l - def update_double_click
h% f2 y$ E$ z9 z, @0 K - @clicked = true if @left_state == 1
8 X5 m+ R* c" e - if @dk_count 0 && @left_state == 1. ?+ \3 o% [# H5 k6 \" v# P
- @dk_count = 0; @clicked = false
0 u% y& G- |, P3 e+ p m - return @double_click = true* j& A% |( V: y$ I9 w
- elsif @clicked7 L: \2 p+ t: `% V% e8 h) H3 \
- if @dk_count KsOfSionDbclick_Frame% ^9 w" M k+ j
- @dk_count += 1
: ?* ?9 x4 K" @7 G - else
- `' U4 V4 V- Z - @dk_count = 0; @clicked = false
- p3 i+ M0 M. b, c - end
) }$ w5 Q, U7 D - end
. K% }; h$ ?6 _8 C2 P4 D& y - @double_click = false
4 O# |( [' V" ~+ N. v5 ^ - end" S9 N9 V; D8 }3 c
- #--------------------------------------------------------------------------
3 C+ [& V6 d, f: W5 P - # ● 按键被按下就返回true( q* N" |+ A+ [. h V' j
- #--------------------------------------------------------------------------
) Q& b% U% m( n, U0 M - def press(button)
' ?3 n" `4 \ q9 q- t! l - case button8 w' z9 T: V) L/ I/ p
- when 0x01; return !@left_state.zero9 h1 {! k- r- x9 W, k
- when 0x02; return !@right_state.zero o4 A9 r8 \' ?% u$ k) k
- end
. ~' g6 ]! a9 y1 q9 L: s - return false
+ X2 D! n; E) B H2 X( T! B - end
5 G r1 h Y0 D' K - #--------------------------------------------------------------------------5 {- E3 T$ h: T
- # ● 按键刚被按下则返回true
! a; E8 C7 c# v6 ^. K: i - #--------------------------------------------------------------------------+ Y2 r, \6 X. M* ~7 n2 m
- def trigger(button)
, p% Q" v6 U! {& T; g - case button" `5 g4 Z' l, R; t
- when 0x01; return @left_state == 14 i( b( q# W: @' c" {9 R
- when 0x02; return @right_state == 1) n. k: F: a Y* T \
- end' B2 i& }9 Q6 o2 \: y
- return false
T; g0 J$ d; X: o" e1 W - end7 [: j- E: R6 |5 l0 _2 U2 [
- #--------------------------------------------------------------------------$ j6 ~4 m2 W6 F5 g$ f; F l& b
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
5 Z* F" k/ v8 x5 W' W - #--------------------------------------------------------------------------
6 p# `7 b1 T W0 b# Q - def repeat(button)
% a. u% l' \% k - case button
; V: j, w( F$ V - when 0x01; return @left_state == 1 $ `0 v% P% n, e' r
- (@left_state 22 && (@left_state % 6).zero)$ \ Z) S, Y! {, x& F3 G* F, K
- when 0x02; return @right_state == 1
* i% i2 C) G7 G. x3 m+ V - (@right_state 22 && (@right_state % 6).zero)# Z1 J/ y* z! }& h$ J S$ U+ _
- end
& N" ?& u' K- M: d - return false( R; y: ]" y# _. g* h8 h3 Y
- end
1 P; ^2 S n! L - #--------------------------------------------------------------------------
& ~+ D4 v* D Y" l0 C8 U0 z( D - # ● 判断是否双击鼠标) m- J" [2 f9 |; Q( J7 P4 w/ s
- #--------------------------------------------------------------------------7 v4 t+ |+ B( u% u( X
- def double_click" u2 ]6 [( F" `0 @; ~( j
- @double_click
& ~; ~/ E) Z& A) `: q: B - end
1 Q6 d% n; q. O0 |3 D( E - #--------------------------------------------------------------------------
1 h& n$ z& P, u - # ● 获取@ck_count(每一帧+=1,单击后重置为0)$ A: ^8 U. F1 i5 f+ N& D, P8 t' H
- #--------------------------------------------------------------------------
1 x1 O5 L9 |9 f - def click_count
% q2 U B" K0 w" z0 A3 a. J9 j - @ck_count
0 w0 ]% F% F _2 q4 Y5 U3 Z/ g - end% k- H* B" M# q2 R K9 f9 w
- #--------------------------------------------------------------------------
% O4 ^& r0 |, `0 L% m+ o - # ● 获取@left_state(按住左键每一帧+=1)
" P. D2 X; X- K( A - #--------------------------------------------------------------------------
0 ]! x9 U/ x8 K& v2 ^ - def left_state9 ]$ G9 f# D" @5 G- ~0 Z
- @left_state* Q& {' ?* x Z. G. C* t1 X
- end- o5 Q0 ^7 D4 @! i! x6 k% h
- #--------------------------------------------------------------------------( T$ J2 S. M" a
- # ● 获取鼠标的x坐标1 E5 ` |5 u7 L2 I L
- #--------------------------------------------------------------------------
! Y) X9 Q; d+ R: p( I - def mouse_x& j/ Q, i7 z3 ~" N: {
- @mouse_sprite.x
& f6 r, o) L5 J* U9 V' s; W* Z3 i - end, I+ P5 E8 I' A/ o
- #--------------------------------------------------------------------------4 d# E, C1 o9 T6 J" {! G( }- T
- # ● 获取鼠标的y坐标3 s4 G- |1 e# G0 ~, b( Y
- #--------------------------------------------------------------------------3 m8 y1 b. G, ?+ a) m1 u7 z" H2 e I
- def mouse_y
& b. \9 x8 M @ - @mouse_sprite.y& C: ?5 G, h3 u1 `% D
- end
, D( C2 e2 @# c9 J - #--------------------------------------------------------------------------
{8 p" C& ]1 O - # ● 设置鼠标坐标. x H) G' f4 _3 f) {
- #--------------------------------------------------------------------------
1 m$ I! F3 N; S - def set_mouse_pos(new_x, new_y)
$ F7 C" i: N8 A5 G - arg = [0, 0].pack('ll'); T1 _; M( r( |7 d
- Screen_To_Client.call(Window_Hwnd, arg)
7 f5 ] @6 j' F8 V7 l: m - x, y = arg.unpack('ll')
7 N, }8 b( j/ o2 P8 ~ F; G" ? - Set_Cursor_Pos.call(new_x - x, new_y - y)
* d( w( Y2 B3 @' x - end
1 B+ \. W" Y, V+ T9 b1 |2 a* d - end #end of class self Y" D4 ?! N$ Z2 v
! Z+ [- e+ s- w- end3 H2 ]# ]: y( Y* I) H4 i
- / T4 Y1 L* k* ?" N4 X' \
- #==============================================================================
$ _* L- G+ g: ^* o6 p' ` - # ■ SceneManager+ b( z+ Z6 W4 i U, h1 v
- #==============================================================================, F7 r! V& P% U6 L0 V
- class SceneManager/ d% u$ `8 v; g4 g+ ^& z8 w+ [
- #--------------------------------------------------------------------------3 o }, A; ?% s" u$ r
- # ● alias: W! z& P2 R) C- T
- #--------------------------------------------------------------------------
, v! O3 \8 p9 S% C% [! R' k$ d0 z - unless self.method_defined(sion_mouse_run)! ~0 z3 s/ R" [4 }
- alias_method sion_mouse_run, run
, U# c. H5 v+ J( b - alias_method sion_mouse_call, call+ B3 r; X; Y0 S6 C4 m/ B
- alias_method sion_mouse_return, return
' x4 M$ ?7 g) i" I - end
. b9 F. l: {4 h( J3 `* Y' x5 V - #--------------------------------------------------------------------------
6 V# E5 J r' c# K- H% I$ A - # ● 运行
5 D+ L7 L0 o6 [* y" T2 X$ x. C- s - #--------------------------------------------------------------------------( i7 W5 ~# S, @3 s. Y+ H
- def run% e/ x' q& ?% {& [( F
- Mouse.init- L) }% C2 @6 _, m0 z% ~+ H
- sion_mouse_run: u0 M& @' J) w) y. {$ X
- end
7 Z4 e% Z5 T8 r8 A* Q! u+ H - #--------------------------------------------------------------------------
; w% X$ `; Z. O - # ● 切换
$ E. N( {2 _, l) g* O4 N7 @/ C - #--------------------------------------------------------------------------* U# a; d. t5 q2 r2 R7 C
- def call(scene_class)
% t9 g8 ~. n& O0 B6 [- \/ M - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)# y8 p3 X# ?) l: ^7 I$ O
- sion_mouse_call(scene_class); l5 {( V3 g& G |$ u- g$ o7 M
- end) |5 |8 J) q9 e3 x& E+ r; H) s8 G
- #--------------------------------------------------------------------------0 @& L+ `: d3 c% A
- # ● 返回到上一个场景
8 o! H0 x9 n/ s3 v - #--------------------------------------------------------------------------5 T7 n9 g6 f. i9 L
- def return+ I# q. E5 A" {: G
- sion_mouse_return
5 o0 }- } R5 G+ l - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&6 J% U9 T+ G4 X9 Q& F3 \2 y4 D
- @scene.instance_of(Scene_Map)3 x- \ T* L# r' Z0 [
- end
, W8 H* ^+ h& Q# t7 s - end
8 g+ f: p. `, N. y - + z1 C/ ?) d% b2 }
- #==============================================================================' y/ }/ J2 T9 J4 H' ~. ?3 o
- # ■ Module Input
' b# `% V; s% ^8 P3 M - #==============================================================================
$ b. p( N) L3 ^, _* _ - class Input
7 i! h% O" z4 T+ M2 u! F, v$ ~ - #--------------------------------------------------------------------------% H9 ~9 t8 @. r, l( n8 P2 M
- # ● alias/ e2 H5 ^5 c F$ l
- #--------------------------------------------------------------------------- M p" q2 b: b4 W, O3 }
- unless self.method_defined(sion_mouse_update)" |7 |. Z) D; e6 h! p3 t$ l! O
- alias_method sion_mouse_update, update
[$ X% g9 u% [ - alias_method sion_mouse_press, press; [5 H/ ~) _" S: Z
- alias_method sion_mouse_trigger, trigger
5 ]* h8 }2 e7 H' Q - alias_method sion_mouse_repeat, repeat
# t2 e# _% F- k- A: s - end i; ]6 Y! g9 e8 r
- #--------------------------------------------------------------------------
& F" x: F5 |: I8 m; R1 I - # ● 更新鼠标
$ P2 m$ K8 Y9 u1 \+ e) }1 `; F# ] - #--------------------------------------------------------------------------
. S, w0 g0 A J - def update
: B6 D. U4 l& O% {) [6 F' q - Mouse.update
$ G: \0 D6 I8 q( |* X - sion_mouse_update1 n* ]0 }+ q/ d; x
- end, {6 ~# v9 b: n$ F7 k4 x
- #--------------------------------------------------------------------------( T3 D j, A* K. S$ `
- # ● 按键被按下就返回true
: _1 l V& u$ O5 V. n, s! T7 ?9 L - #--------------------------------------------------------------------------( h7 j/ m; I0 S
- def press(key)
! B8 [& \. V' Q5 N - return true if sion_mouse_press(key)
. R+ t" L1 Q; N1 ~% k8 G: g - return Mouse.press(0x01) if key == C ~1 r1 P C7 v& U0 v6 y& M
- return Mouse.press(0x02) if key == B
* j; k& e, h& e - return false
$ j8 X* d3 L" d. T4 g - end* x% r4 h* w- Y, W
- #--------------------------------------------------------------------------1 r% {0 @- D) I6 k U8 b2 P
- # ● 按键刚被按下则返回true+ ]4 k6 I; t; w ?% I/ G/ h% F
- #--------------------------------------------------------------------------4 [: k; t* x$ m) E1 i& s+ H
- def trigger(key)
* `0 _- Q( q0 ] - return true if sion_mouse_trigger(key)
* K! V' `% ~; P4 j - return Mouse.trigger(0x01) if key == C. q! V. U8 A% [+ N
- return Mouse.trigger(0x02) if key == B9 n- N! a/ `6 q1 b
- return false
% L' ?# e$ E' d; c6 S: [4 F - end/ x( r3 o8 s. Z# Z
- #--------------------------------------------------------------------------
3 B: E9 ]) j9 t6 p) \ - # ● 持续按住键一段时间的话,每隔5帧返回一次true7 f' Q l# h$ e) e. \4 S
- #--------------------------------------------------------------------------3 Z2 P# _. \9 M; O
- def repeat(key)- ?0 t3 \6 e" L0 F, Y
- return true if sion_mouse_repeat(key)3 a5 o% k) s- l6 j" k, b
- return Mouse.repeat(0x01) if key == C' l, E4 V7 u- o8 W3 a# {- a
- return Mouse.repeat(0x02) if key == B M4 U6 R/ i: s6 P. }5 ~
- return false" E3 M8 ^8 U% E$ _/ }" ^# @
- end m/ Z5 F' l* d& n
- end, [0 n, C4 t# d! J" A3 D
- 9 j) }! @2 W/ G4 }" v5 L
- : p4 A/ U3 [: j1 w' i
- #==============================================================================, }( s+ m+ Q- B z
- # ■ Window_Selectable
" z0 C, |! Z6 Y! c" U - #------------------------------------------------------------------------------9 b8 K+ [% U+ a0 H' u( |
- # 拥有光标移动、滚动功能的窗口
4 t0 p B+ j2 a - #==============================================================================
/ q0 }; l! o! y7 J; B - class Window_Selectable
8 q$ \& X1 }' p$ _! T8 Q - #--------------------------------------------------------------------------6 P3 A; C. }0 `- W- l
- # ● 初始化5 N4 t) \& u; Q! \; p3 F* Z. P
- #--------------------------------------------------------------------------
+ \, Y+ b3 v, F# r4 y+ f - alias sion_mouse_initialize initialize3 j+ a$ z5 ^1 f5 ]. t$ R& m, d. g
- def initialize(x, y, width, height)
7 O* f. C9 c3 w/ m0 {+ m' M - sion_mouse_initialize(x, y, width, height)
+ |4 U+ l2 U6 R6 J: p - @move_state = 0* {3 G# m4 r$ j8 r N3 j
- end
- v8 |& x* G6 E* T8 G2 I - #--------------------------------------------------------------------------9 r/ B3 o/ H! f2 d
- # ● 更新
! K+ n1 \9 k! R* z" q; a/ g, k! g, [ - #-------------------------------------------------------------------------- p# W( U7 |3 r' r, g
- alias sion_mouse_update update
. B; g( t! n p$ V) x - def update1 _( v! a" z4 D% Q# j. A# O# N4 |
- sion_mouse_update( R) A4 T# U9 P- b7 e
- update_mouse_cursor
5 J7 g; ^1 T( v# q6 F! ~2 i' k0 n - end
. ^/ N1 ^# u2 w - #--------------------------------------------------------------------------
* J, [$ X: y& N* a# a2 y. w7 l - # ● 启动后设置鼠标到index位置+ H4 f: ?% h6 H' [ H
- #--------------------------------------------------------------------------
1 v1 M, y$ B$ k$ f+ y4 S - def activate* M. ^) E& S5 Q: [
- @need_set_pos = true if KsOfSionMenu_Set_Pos
" @* S5 t! U. J3 z# s9 T, S" \ - super* W. ]' `! ?9 N. ~' I, n- T
- end% n" [/ @9 U% {" P. B
- #--------------------------------------------------------------------------, X& L$ O- v# u6 c
- # ● 更新鼠标和光标的位置- F" i- `0 F: g
- #--------------------------------------------------------------------------, {7 h9 B& e) `7 s
- def update_mouse_cursor
7 H& U( `7 t/ b; b- j4 k - if active
) H1 z; u. y% `. u8 b6 e - if @need_set_pos
6 z8 @1 X+ C: g - @need_set_pos = nil8 D* M- N9 {* M$ ]! }2 U
- set_mouse_pos
& V4 Y3 H5 d% @- M! e; s9 s - elsif cursor_movable5 V: ]9 @: i3 F1 z3 u6 m
- Input.dir4.zero set_cursor set_mouse_pos
0 @5 \1 e8 M/ N4 Y# z1 h2 D - end! a2 Q) k* P$ v) {( L
- end% H! C3 y" x, ?. l% t
- end: f5 H2 V5 i% Z8 s. l5 p5 `
- #--------------------------------------------------------------------------
$ ~0 E( T$ M7 e4 n8 y - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能1 p! [/ l& G/ {) k) M4 X
- #--------------------------------------------------------------------------
. J$ O7 C! [3 _7 ? - def set_cursor
- Z4 ~8 y5 ?4 v: I - mouse_row, mouse_col = mouse_window_area
. G& h6 j# V- o8 @9 R, j - if mouse_row == -16 A# F6 @7 x+ i8 _1 A1 o
- @move_state += 1 if need_scroll% a" b' o4 I1 Y5 n
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand8 ~7 K$ f+ |& X
- elsif mouse_row == -2
1 M4 q `& N# Y3 ] - @move_state += 1 if need_scroll
( v+ v5 H' j7 V+ n+ G$ O! k s - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand7 O+ l- O' |( C7 v* X0 u
- elsif mouse_col == -16 H+ [# U" Q6 S6 E2 q
- @move_state += 1 if need_scroll
l& t* U% x/ t$ v; Z3 O% E5 C - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand' I6 O1 v/ r3 p3 Z4 u
- elsif mouse_col == -2
- Y; G) T5 Y5 g/ B+ @ - @move_state += 1 if need_scroll. O# ^ G. n1 M, b$ {- g
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand9 I+ j2 B( [# g: E
- else- ^/ _" }! v' T8 U
- @move_state = 0
( h1 r/ ~% Q6 m5 [& }! I, W ^ - new_index = (top_row + mouse_row) col_max + mouse_col
" V; M( V+ s, |: d7 G9 S - select(new_index) if new_index item_max && new_index != @index
# |) u# }+ A1 n3 k: E - end
5 k3 B" ^, {+ P S - end9 I' z6 n0 G1 z9 c
- #--------------------------------------------------------------------------! y' I& g$ ]" W" ^. A( g
- # ● 判断鼠标位于菜单的第几行、第几列
( y2 y1 W5 A3 @. G - #--------------------------------------------------------------------------
' P; e) p8 Y6 ^ - def mouse_window_area
# }$ N: y" {1 J/ g - if viewport.nil # necessary!; y( O- m/ s/ Y: T1 b/ R1 u) V5 A: L
- vp_x, vp_y = 0, 09 ? S! ?4 U j& Y0 Y6 q
- else+ v( u5 H/ z2 O I0 W w
- vp_x = viewport.rect.x - viewport.ox& _9 }/ K- m7 z i
- vp_y = viewport.rect.y - viewport.oy
5 v" M6 ?/ i- c4 R2 a ~ - end5 U9 j7 ^4 z% w4 q
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
4 @) l" J1 o3 W; x; z. S J - item_x1 = vp_x + x + standard_padding ! N3 ]7 b! Q& v" s
- item_y1 = vp_y + y + standard_padding
' W" u( ^* D% ^3 D - item_x2 = vp_x + x - standard_padding + width
2 ^& `/ w7 k/ ?- Z - item_y2 = vp_y + y - standard_padding + height8 H- }% }3 f$ D# u, d+ P( ?6 l7 Z
- if mouse_x item_x16 L+ h, j. I8 m5 v: e- o
- mouse_col = -1
e5 q8 g8 a9 ]) n - elsif mouse_x item_x2 z ?. o% F4 R. J
- mouse_col = -2# p d/ p. h7 I& V7 C) o
- else) e* L5 x8 R# C: I0 R8 p/ e0 B. k
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)# M8 _; b; H7 p
- end
: y; X* H6 n: _9 l: S - if mouse_y item_y1* T d, B. i- l# v! _
- mouse_row = -1
0 P# m: q# v0 ~* J3 n- g: z - elsif mouse_y item_y2& s) s/ M4 E) v$ M% x
- mouse_row = -2, b! h* r# H3 Q5 v, y
- else
1 {4 Y+ P, j2 Z) J, s. @ - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
9 E1 H$ P/ a4 K - end/ \: F4 W: R" k, V4 |
- return mouse_row, mouse_col
- ^2 b' f6 g3 [2 r1 t" W& o3 v - end& t, O# ?4 I. I' b
- #--------------------------------------------------------------------------
/ {* V7 \/ B1 `, t) t2 r0 y - # ● 方向键移动光标时将鼠标移动到对应的光标位置
# M+ o" f" J* z! t, x' E - #--------------------------------------------------------------------------$ F/ t9 [/ B) X$ r3 G! }
- def set_mouse_pos4 A7 v' g/ [, t
- if viewport.nil # necessary!
/ M7 e9 n& C3 i J b" Q - vp_x, vp_y = 0, 0
- d+ U" a+ J; l7 _ - else
+ ?3 E, L& r7 C4 Q" ? - vp_x = viewport.rect.x - viewport.ox- j4 a* e. r9 c! z! H
- vp_y = viewport.rect.y - viewport.oy
8 P# y) ?; M7 o3 K - end
- i" Q/ z' g H- u% `% z - item_x1 = vp_x + x + standard_padding - c; ?% w' G0 ]5 Q1 l8 F) ^9 ?; a" i
- item_y1 = vp_y + y + standard_padding6 Q: y. _( Y" f* o/ Y8 @
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
3 t. P6 a( T' t0 \5 Z: I - row = get_index col_max - top_row4 l2 X0 _+ Y6 Z. v
- col = get_index % col_max+ A3 ]8 e$ ~3 |. V# L. P/ \
- new_x = item_x1 + item_width (col + 0.5)( k& z* V, L) @* ^8 _
- new_y = item_y1 + item_height (row + 0.5)
: B/ E. I: x! u) n+ `8 ~. a - Mouse.set_mouse_pos(new_x, new_y)5 l$ d7 P' S/ p) h! N# C
- end3 w# a, ?0 f4 O/ v4 Q! N
- #--------------------------------------------------------------------------9 m/ T+ S1 t3 i/ ? C8 T& m
- # ● 判断菜单是否需要卷动. W1 r7 Q+ ?2 ^' o
- #--------------------------------------------------------------------------$ I- Z7 @$ `5 l: X; u' J3 j
- def need_scroll. m/ `5 }; _7 G& z+ j( Z
- item_max col_max page_row_max
8 @! ?. u& i0 R' m8 q - end
- B6 @: O3 C+ r+ L2 ? - #--------------------------------------------------------------------------
' Z' }+ Q, W# I% M - # ● 判断是否为水平卷动菜单
; f$ _5 G/ o0 d$ C( b - #--------------------------------------------------------------------------
4 a @; M4 G) ^2 q" j& `$ } - def is_horzcommand ~% D, S# O* C- B4 S% H
- return false
+ t4 z0 f6 R+ A" s7 k/ Y/ U9 b - end
$ u9 Z* ~$ F. [3 M# ^ - end
6 d) Z4 j3 g2 [& K/ _
# A2 L9 v( A. B- R& ?- class Window_HorzCommand+ z u$ X) }9 a2 ]' t `7 ~
- #--------------------------------------------------------------------------
7 A% V( D j! g3 I# j/ i C - # ● 判断是否为水平卷动菜单
+ A7 @+ P/ z! y* ] - #--------------------------------------------------------------------------5 p/ O# U1 z: l/ c
- def is_horzcommand
3 _8 q; W# [$ [1 J - return true
1 h* i7 ^# p; M- @ V4 \2 [/ j - end3 m6 S: {8 \. c3 \8 R
- end9 [1 F7 K8 K3 D2 M" [
3 z1 W k0 T8 y$ _7 C/ d( V' |2 E- #==============================================================================
) i7 T( e& g4 Q# s8 K* E( k/ a - # ■ Window_NameInput
/ A1 \ U9 c# y - #------------------------------------------------------------------------------! @0 |2 g/ O9 I$ z$ f8 \( a
- # 名字输入画面中,选择文字的窗口。
: K: [8 _2 A* \) L1 S3 l - #==============================================================================# I4 {' v! B P' y
- class Window_NameInput, x5 W1 }% U* N: p7 N* ?) f2 l8 j
- #--------------------------------------------------------------------------1 Y* o! S! j8 ^& o
- # ● 设置列数
7 P( Z: I! ]3 {4 I - #--------------------------------------------------------------------------
! q4 G! d# I2 j - def col_max
! Q/ [( a5 k2 j9 I9 j+ n. t" O - return 10
' x) g; A8 b) f$ e: O" J - end
+ A8 p' L0 q& U. N - #--------------------------------------------------------------------------
3 k! @3 j7 z/ h+ A& ]" w2 \ - # ● 设置填充的Item个数
9 U8 ]) @& J3 P - #--------------------------------------------------------------------------6 G/ R8 S# z- h8 H
- def item_max& B6 U7 n7 D' n- V
- return 90
) y0 n, h m2 Q* _1 v7 H - end6 Y3 T3 C, {+ \, e
- #--------------------------------------------------------------------------
; D$ o% M6 ]7 D0 h$ E- e' x - # ● 设置填充的Item个数) `+ g; I7 f, [7 z4 Y' j
- #--------------------------------------------------------------------------- W3 x: g e1 y) b9 A( L! C
- def item_width
* N4 |& ?, B. L4 e - return 32
2 L+ L, F) `+ j9 Q, s5 n1 ] - end! k( d* [; E2 H6 x% M
- #--------------------------------------------------------------------------9 N% Z) J2 Z x2 B
- # ● 判断鼠标位于菜单的第几行、第几列+ C: V8 }1 R4 K! f. m/ E9 }
- #--------------------------------------------------------------------------* o( I8 L b3 S/ p1 ]
- def mouse_window_area
- u1 V( g' H+ [0 a9 J C; Y7 d* O - if viewport.nil" L# X k" ~) K, l
- vp_x, vp_y = 0, 0
( e5 M) e5 I" ^ d1 u6 O* m - else9 m/ D! ~3 M2 R# y
- vp_x = viewport.rect.x - viewport.ox
# i5 V. m# S9 s+ s& q - vp_y = viewport.rect.y - viewport.oy
1 j/ Q* q# ^6 b, p( b0 h) E( C - end
: G, r& v% N7 a/ ~% ^ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y; y4 p$ o5 Q' |8 h
- item_x1 = vp_x + x + standard_padding 1 |! N7 {5 r+ g- g
- item_y1 = vp_y + y + standard_padding7 X$ Z( Y& z1 _( i# o' w% ]% c
- item_x2 = vp_x + x - standard_padding + width! }, L: x# D7 E" d
- item_y2 = vp_y + y - standard_padding + height. M! G C/ X4 w9 b3 x& r( I$ @: k$ q
- if mouse_x item_x1
5 e* B% ]' t) D8 R; i - mouse_col = -1
. W% [6 I$ W" }) ]! a) ^ - elsif mouse_x item_x21 ^5 d0 N( C+ h4 i
- mouse_col = -2
6 V Y7 Z0 l& F' S - elsif mouse_x item_x1 + 160* ^- X( B8 C7 l3 X
- mouse_col = (mouse_x - item_x1)32( Y. `: m4 |' k1 R
- elsif mouse_x item_x2 - 1602 O% o9 H( L' k; P/ l8 v
- mouse_col = 9 - (item_x2 - mouse_x)32
, \2 j/ T {& r - else
' X% `4 I5 [* N+ C - mouse_col = mouse_x x + width2 5 4
7 A/ b1 Y! z! x! u - end
3 n3 z! ?4 t# v% M* y' [ - if mouse_y item_y1" A$ j! q1 I8 a. P8 B8 w
- mouse_row = -1* Q% R' H, O( v
- elsif mouse_y item_y2' e* M7 s/ B# |9 ]$ Y) f* j
- mouse_row = -24 K4 V) n# U, _
- else% f# R9 g Y# |% Z7 |5 o
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
; H4 N b( p1 n" A6 }' i - end
4 K: z9 l) e: D, ?( ?) n - return mouse_row, mouse_col
/ v: f. f2 }' P# _5 `6 B/ {+ M - end4 Y3 e) q4 k; N$ s4 [$ \
- #--------------------------------------------------------------------------; N, \( ]$ r" \ f7 R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置: e; U0 b( d6 @( ^0 P' V$ w
- #--------------------------------------------------------------------------, x7 k7 ] m. C7 v6 \6 M% P
- def set_mouse_pos
' z3 h( @8 P+ M4 y6 `: G, V - if viewport.nil # necessary! e) k! e* a5 v+ q' c
- vp_x, vp_y = 0, 0! f3 v1 O: O9 O$ C6 v" ~
- else
3 y' i9 H4 W3 b: u - vp_x = viewport.rect.x - viewport.ox' E7 N9 f" U4 \0 m+ v, w& u
- vp_y = viewport.rect.y - viewport.oy# K5 [1 n3 k) F$ v+ }. G
- end* L7 G* W0 {7 ]# |# |% H; M/ s
- item_x1 = vp_x + x + standard_padding
+ m) d- P. x- [& N7 m1 ? - item_y1 = vp_y + y + standard_padding* k8 ^: S! I4 D6 F( }0 M0 |
- get_index = @index 0 0 @index
4 h7 d" n7 W/ ]' t2 Y" v3 _% [; C - row = get_index col_max - top_row0 x+ K" l- J/ B3 G
- col = get_index % col_max
4 D. b8 y. |+ A5 A9 Q6 X6 C& b6 L+ P - new_x = item_x1 + item_width (col + 0.5)/ D# ~! Z0 v. }2 H/ r4 m
- new_y = item_y1 + item_height (row + 0.5)
, K- h7 R$ o4 m5 k - new_x += 14 if col 4
' p; o) z8 }6 z - Mouse.set_mouse_pos(new_x, new_y)
x2 ^: I" J- h- G/ v - end- t- a! `) @& f( |. q6 T. T. | K
- end7 q% V( Z% X" }/ X
# Z# Q& C* ?+ D3 v) U- #==============================================================================3 P! \5 Z$ F5 w, p
- # ■ Window_NumberInput
5 \ ]9 x( c+ [$ Y& b- q - #------------------------------------------------------------------------------$ I4 i3 C7 m' G
- # 重写了数值输入的方法以适应鼠标
' j, f$ A+ v% M1 }1 ^ - #==============================================================================8 H4 s& A2 E5 S8 z& R; N
- class Window_NumberInput Window_Base
$ x' R ]3 ]# [3 K1 ?$ ~" M `' c - #--------------------------------------------------------------------------
; a. M- ?% q; z( [1 F u5 b+ j - # ● 定义实例变量
( h6 M% \ m8 ^" F - #--------------------------------------------------------------------------
7 W! g4 o. I' Y. d - attr_reader extra_window1 C5 H+ N. t& h1 p1 C+ K
- #--------------------------------------------------------------------------
+ [! h/ Y8 c- [ k7 c3 Z - # ● 初始化
1 E* {: K7 o% m) G3 L. N( Y' u - #--------------------------------------------------------------------------
$ M* N! ?" F! x7 j9 B - alias sion_mouse_initialize initialize2 U+ U2 e% C8 @% M+ s# `
- def initialize(arg)' w0 d4 Y! @; j S. t5 O
- sion_mouse_initialize(arg)
/ ~$ L" [( h& K - create_extra_window
& _+ s' r: Y( q - end
; X9 H# a# L! a3 Y) ^) Q - #--------------------------------------------------------------------------
/ H: N: `' @" F% i i# M - # ● 启动9 i2 h# N: `4 p1 {2 M8 ?0 c
- #--------------------------------------------------------------------------9 @/ x- k$ k d8 o# e
- alias sion_mouse_start start/ J% M" G. R9 s+ q1 Q
- def start
8 c& X6 D3 a! k# R - sion_mouse_start
6 G! k2 m& l8 c0 a. a% A - deactivate
% l( M; d: r! M& a7 j - extra_start
8 W( U' k H% m( G% l: ] - end
( s- [ [( E1 X |) Z9 _ - #--------------------------------------------------------------------------/ C) D$ G( }; I8 C/ o! i
- # ● 创建新的数值输入窗口, S, F7 U, z$ B+ C# R( R$ u
- #--------------------------------------------------------------------------9 @% T9 b' O+ ^8 c$ m, `
- def create_extra_window
2 w7 \1 v0 e- d1 V, D - @extra_window = Window_NumberInput_Ex.new0 C% M" [! `! k7 |% N* o$ v
- @extra_window.x = (Graphics.width - @extra_window.width) 2% G$ N; g" E6 ] g) I
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }- O8 [7 P' P0 g' d, z% b; p
- @extra_window.index_proc = Proc.new {n @index = n }/ K+ T# o3 q6 W- a8 t
- @extra_window.close_proc = Proc.new { close }
8 V" q5 Z: b# |0 n( V - @extra_window.refresh_proc = Proc.new { refresh }
# v- t# y% V5 L! U6 I% J! D - end! j$ G. Z$ G6 X
- #--------------------------------------------------------------------------+ P8 [' i# ~& w/ I8 U- u# c7 { Y
- # ● 激活新窗口% Z4 t0 C, {+ {2 ?: u9 W
- #--------------------------------------------------------------------------4 [& F2 g: c- O* r0 @% @( k2 ^
- def extra_start
$ U6 `4 _8 p, S) R# X6 W0 m7 A# R - case $game_message.position' K- Y Y0 I. `; L# T
- when 0; @extra_window.y = y + height + 4
9 d. B( G- {; ~$ `% j( w* ~1 ~ - when 1; @extra_window.y = @message_window.y - @extra_window.height - 85 h, H2 ^% G. g
- when 2; @extra_window.y = y - @extra_window.height - 4' i$ ^/ V5 T& z: U1 ~7 R
- else ; @extra_window.y = 8: A u& K+ P4 M+ d) ?7 G! f/ \7 H
- end
) L" F8 \# y/ l - @extra_window.variable_id = $game_message.num_input_variable_id4 c6 E1 m; `; Z, g0 i* U/ Q$ I
- @extra_window.digits_max = @digits_max v8 q! |+ s H; A; `. U( [
- @extra_window.number = @number
% q, r- f9 _7 h0 N - @extra_window.open
1 K3 V( I+ U4 J) I - @extra_window.activate( Q0 A* L6 R, m; |1 @. W
- end
/ Y. l; a6 v# k: Y+ C m - #-------------------------------------------------------------------------- a7 i: L4 M$ `: h# p6 s2 G! y- S
- # ● 更新. I' X6 A* M6 M N+ o3 A
- #--------------------------------------------------------------------------/ F) o& K {4 d$ A' w3 l5 L0 Z
- def update5 N T& E# p- @2 Y" e8 H
- super
: V% k- C& C) G8 A/ f6 S: w - @extra_window.update- z: m1 g* k0 M2 a: v
- update_cursor: N& _1 f4 V. E
- end
$ b4 f6 A% p) |/ H$ g/ O6 n8 O5 e. k( ] - #--------------------------------------------------------------------------
$ d. Q2 k$ [+ ` - # ● 关闭窗口
, i6 J) U1 V$ Q Y - #--------------------------------------------------------------------------
1 e8 d' W1 \$ K" o, } - def close
1 P, i5 s( Y3 x3 f+ k - super
+ I: a: C2 z& ~% h5 w/ I - @extra_window.close
. P v. ~5 z. N - @extra_window.deactivate) E; r- E( @- A
- end( Z% U" `6 G' g) W$ r$ ]! P
- end
7 S1 |8 A0 R. v6 s1 A4 l4 c - 3 T: H( `! O5 n
- #==============================================================================
$ l& ?/ _/ M/ A( L8 ^7 ?: D' J - # ■ Window_NumberInput_Ex2 S! B2 f; P. V$ W8 n: `- t. h
- #------------------------------------------------------------------------------
: Q8 a V+ j5 \' N' E - # 新的数值输入窗口(NewClass)
+ O1 z6 \6 T! G8 s - #==============================================================================. T, c% @- k& t( X" m( @8 M1 |
- class Window_NumberInput_Ex Window_Selectable3 s8 F8 W+ k9 e( C1 R! a7 m) [4 z
- #--------------------------------------------------------------------------
1 H1 W/ M. H0 A$ z1 Z. l1 V1 k - # ● 定义实例变量
T* i& l8 P; s: g" j- _& F& k - #--------------------------------------------------------------------------
. Q& z1 G, Y ^- I! v6 L3 L( N" f - attr_accessor number_proc# d$ O. z6 J# R( z) x+ j, B4 L5 k
- attr_accessor index_proc. _" R0 C* {+ v0 f6 A' i6 R
- attr_accessor close_proc
% c5 b( X" m% r - attr_accessor refresh_proc
+ _# J( w' \: b) H: I, u - attr_accessor number
5 l6 k, W# f4 s2 v7 o5 w - attr_accessor digits_max
1 B- i8 g7 z/ {5 f* X4 D - attr_accessor variable_id: z) }+ [6 v7 e3 P3 y8 z
- #--------------------------------------------------------------------------
# A% q$ v6 s; ^$ v# J - # ● 数字表
0 J9 z4 w; w9 N+ f( f' t; ~9 O - #--------------------------------------------------------------------------2 x$ J4 z; f3 h U' {
- TABLE = [ 7, 8, 9,# B' D( l0 B' J
- 4, 5, 6,
- l' ~3 v$ [& e- s1 q# Q( T4 u% M - 1, 2, 3,; V/ A4 b$ v( L7 }5 Y
- '←',0,'确定',]
5 N5 l& h( J+ N- W4 W6 Y - #--------------------------------------------------------------------------8 n" G* y* j+ v) Q% P
- # ● 初始化对象
) ^* m$ p x! b - #--------------------------------------------------------------------------# ~- n* t% o- H w# M8 C1 R
- def initialize" W. c/ @4 a- v- {; ?
- super(0, 0, 120, fitting_height(4))$ n; M: Y6 C. E( o! R
- self.openness = 0
p3 b& @1 k' s; X7 E) J; O - @index = 0+ L* s' E& x: @; G
- @number = 0
4 u/ T; s3 @) U7 J1 [$ u - @old_window_index = 0
% ]& s5 _; _/ @, L, l0 j5 @1 Q3 J - @digits_max = 0
1 F. ]! w+ C: X# Z - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
1 S2 F( U. A/ Q$ r - end
; r5 y& M$ x; C* Q! P - #--------------------------------------------------------------------------& `5 c8 i# T& K4 l7 m
- # ● 获取项目的绘制矩形: z8 [, q7 X% s* j; Q
- #--------------------------------------------------------------------------
8 f6 F/ s. _" o3 H" \ - def item_rect(index)
2 K3 ?( e) X1 r5 l0 R* g7 X - rect = Rect.new' n& p1 Z/ P2 g
- rect.x = index % 3 320 _ I2 ^/ M5 G9 X
- rect.y = index 3 line_height7 @& Q. ^: W; H6 p6 B
- rect.width = 32/ v. @4 U; r2 W+ z- \2 H
- rect.height = line_height
6 p' L: b, X/ u2 H5 S* F - return rect
9 z+ P" e3 Y8 Y3 S* F8 Y+ R - end$ N& F# Z$ e. G/ R) `" H
- #--------------------------------------------------------------------------
$ ?# L3 ]5 j; \" H9 w0 Y - # ● 将光标设置到鼠标所在的位置4 S# B+ s) X# V, }4 M# q1 h* A
- #--------------------------------------------------------------------------4 f8 x$ j& A# J5 O7 t, f' E$ W1 c
- def set_cursor. o3 H8 ~9 Q# Y; |
- mouse_row, mouse_col = mouse_window_area4 J8 L X. |) J' s7 M' m1 s
- if mouse_row = 0 && mouse_col = 0
8 t6 N) k; Z& W: y4 G6 B2 O% w - new_index = mouse_row 3 + mouse_col$ i. Y# G+ g( }& I5 w
- select(new_index) if new_index = 11: Q# f2 [ N8 `4 ~: l3 _
- end
* Y/ X$ q( v) w8 ] - end
2 @& D( E5 k( H4 r, }8 F - #--------------------------------------------------------------------------
, o- o* F# a% |4 z+ N2 T5 y2 p - # ● 判断鼠标位于新数值输入窗口的第几行、第几列! x2 q$ e' O5 p/ K
- #--------------------------------------------------------------------------
( ? s% O3 x0 [1 B' U - def mouse_window_area9 _. k+ P$ u; E# H+ e% r1 }
- if viewport.nil
6 u; `7 p" f, t% }4 I$ H+ r8 _ - vp_x, vp_y = 0, 0
. `9 U2 m9 k. m: I) X - else
8 s# U+ {" o+ w - vp_x = viewport.rect.x - viewport.ox9 ?. O N8 I/ ?3 d7 X. P! m
- vp_y = viewport.rect.y - viewport.oy
8 Z; J+ P. _: L J8 T% p - end
* H0 b, M) X R9 b6 } - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y5 d. z/ i$ U) o% Q& C: u$ l
- item_x1 = vp_x + x + standard_padding : S% u9 c% s$ x9 }, w! B
- item_y1 = vp_y + y + standard_padding/ K8 |: }; |: ^1 s. B% f
- item_x2 = vp_x + x - standard_padding + width# j% K! n8 g0 ` w$ j
- item_y2 = vp_y + y - standard_padding + height
6 X4 C" Y$ p- a0 @5 l `6 ?7 T - if mouse_x item_x1
* R1 m8 v B3 o% k8 K - mouse_col = -1. i" F/ A7 g9 A9 e. N2 \' t
- elsif mouse_x item_x2
& R$ s$ F: _% \; ` R5 w - mouse_col = -2
" \2 s! Z7 p0 J% j- p - else: E: g, z* x5 F* |9 y3 ?
- mouse_col = (mouse_x - item_x1) 32
2 `, L) x- q' b; p - end7 M( s" @3 z; d7 Q: }. [
- if mouse_y item_y1/ z) J I* H& z- e$ b
- mouse_row = -1
) b0 A. C1 n, k! I: I" m' p6 y - elsif mouse_y item_y2
' {# `* r7 o" `2 X( r7 S& e - mouse_row = -2
, I+ r/ P5 O# c/ K6 e% ? - else
5 M* I; l8 t* n) g: f+ y - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
9 i6 p1 T* e Y' a( t- m; C - end2 i( C4 R# J u- G2 @2 s5 Z- L
- return mouse_row, mouse_col0 r# q/ a6 e/ g% Z9 ~' U
- end
) H; ]( U r; [. H - #--------------------------------------------------------------------------
! }$ l* ]+ L ]8 X - # ● 获取文字
5 `6 o n, x9 ]5 A, i - #--------------------------------------------------------------------------+ n, Y; _3 V7 N+ G9 M
- def get_number
2 W. |6 ~& q1 I& [+ S8 N - return false if @index == 9 @index == 11
- a' s C- l) e) _" l B0 S# l0 S$ M2 t - return TABLE[@index]
^3 z( H) `# L, g/ X. A2 w& E4 I - end) y& a7 ?8 e5 X1 ]& y4 U* H
- #--------------------------------------------------------------------------, s! x1 J. [+ a- N- A
- # ● 判定光标位置是否在“退格”上
" r2 W$ [! Z8 }/ D9 P% p - #--------------------------------------------------------------------------
) f8 k$ \0 t& }% B" y - def is_delete
- O# b p0 f* Z8 `# `8 s0 R3 v - @index == 9
: {: Y/ x/ k. H- p& @, L - end
- O1 O3 j; ?, z- g# z9 ^ t' o: @, e) R - #--------------------------------------------------------------------------
4 _4 U- r( {$ |- t; N - # ● 判定光标位置是否在“确定”上6 P3 P$ O; u I2 ]
- #--------------------------------------------------------------------------
3 e+ O$ s7 @$ ` z - def is_ok
% {2 Y3 y7 o7 v1 x' R - @index == 11
' J6 ^7 F2 l5 T' R ~9 c* Y0 e$ Q - end
7 ^3 i9 B$ w7 o, g) D - #--------------------------------------------------------------------------- p2 b( U% `3 g! v/ e. C7 X+ |
- # ● 更新光标9 G4 O5 u2 \, P' C' Y9 X/ a+ W
- #--------------------------------------------------------------------------! B a5 j. T' P4 P2 ]8 ]) \
- def update_cursor9 M. k8 D9 w' i2 m, L
- cursor_rect.set(item_rect(@index))4 g% ^1 V$ G7 t7 M' s
- end
P8 h( T V5 C - #--------------------------------------------------------------------------" T d+ R# E2 `; |8 @8 l
- # ● 判定光标是否可以移动
: ?: W& f7 ~2 | - #--------------------------------------------------------------------------
O* h$ \8 |8 H - def cursor_movable& b% d( L9 j( R0 S% A; S
- active B; \/ t6 R9 e7 T `
- end
+ {# P. E1 U. H: H - #--------------------------------------------------------------------------% e2 k8 y0 m/ v& [1 u; k8 @6 a2 _
- # ● 光标向下移动
* \6 m% B8 \& P9 [* g - # wrap 允许循环0 D6 p% j" t7 ?( Q. f2 E1 W
- #--------------------------------------------------------------------------
0 k5 Y* r& T* u; ~: i6 k% Z( h - def cursor_down(wrap)
: S8 t( H8 M8 }! V - if @index 9 or wrap3 a7 e, [) G; `8 G7 q. P, L8 ?7 Z
- @index = (index + 3) % 12
4 r3 ?+ [' u4 q3 }9 p - end/ @ J0 M3 q) X& ~4 q$ q4 @
- end
) W7 w0 i% l% e3 {" p - #--------------------------------------------------------------------------( P8 d/ c, w( r" h3 W6 O
- # ● 光标向上移动- a& ]! L) \! U, ^
- # wrap 允许循环
! w# g; j6 A) t/ ]0 b% [+ s8 G, ? - #--------------------------------------------------------------------------
! l! J1 `# S4 y8 ~+ _ - def cursor_up(wrap)
" x& R9 \9 J. u) [4 z2 ` - if @index = 3 or wrap
/ n% _# r c/ j& u' \ - @index = (index + 9) % 12/ e8 d. A1 D$ y* G6 Z7 T
- end+ |3 a, ^+ P3 {; `; u
- end
* o+ H3 s3 i4 Q& P- f! d _ - #--------------------------------------------------------------------------
' W! v2 {) E" V1 K7 Z - # ● 光标向右移动
6 Q' o) u/ y! c* B* a1 z - # wrap 允许循环( l$ N/ N1 W9 ?0 p1 l: t4 j. t
- #--------------------------------------------------------------------------
/ C( V: o, {! N - def cursor_right(wrap)
2 |# n! U& F2 B7 i - if @index % 3 2
1 ^# S! e' f) w0 W* x - @index += 1" ]4 V; [" B- p
- elsif wrap# d- a8 {& v/ n
- @index -= 2: P1 {! ?. u; ^) O3 Q6 _7 e
- end
& @; ^6 X# H$ t$ V: b, {; b; I - end/ J8 l3 L; L$ I
- #--------------------------------------------------------------------------
. h }9 d# b) W6 T( ~1 H5 N - # ● 光标向左移动
# I) w4 G. e' ^2 K9 k% h' k& S. A% A - # wrap 允许循环( v& u/ M* j) H! x* Y4 G: C
- #--------------------------------------------------------------------------
7 @2 }! h6 b6 Z4 Q& L+ X+ i" H T& ] - def cursor_left(wrap)3 i9 q5 D& N+ d( `8 X( b" V
- if @index % 3 03 A8 @9 e- }5 e2 e7 c5 V
- @index -= 1% W1 s0 Y7 V8 H8 F9 e- j( R
- elsif wrap( c/ S9 T0 o- _) f! `4 d
- @index += 29 s- B4 Q7 r5 l# k' A9 P' l3 u7 w
- end b" `9 v( \3 o; h$ F# z( Z$ h
- end" f. t7 k7 R% M8 S4 M
- #--------------------------------------------------------------------------4 B- H# l* p* O- c0 }, t
- # ● 处理光标的移动! `8 Y) ]* W x2 _5 o, H0 g, o1 F
- #--------------------------------------------------------------------------
% o- ~, Q4 r* b5 Z+ _ - def process_cursor_move
: V5 @ r$ p5 ^' q: X4 T - super7 w0 ^; b2 E4 k$ Q7 x; ~# h
- update_cursor8 C. q* e* B# R0 [( J$ H; ^
- end
# ?3 z# L( [6 m: _; y0 m9 i) i - #--------------------------------------------------------------------------. v2 }/ F, y0 S" r: J
- # ● “确定”、“删除字符”和“取消输入”的处理7 Y C) `! h9 f" f U
- #--------------------------------------------------------------------------
0 f' h; P" d1 Y* n8 z8 ? a+ L - def process_handling2 L/ T- _" \# L( b& l
- return unless open && active
. z J) ~0 X8 B3 e* K - process_jump if Input.trigger(A)
1 O& V7 ]) ~ C6 z h# v- ? - process_back if Input.repeat(B)/ H! @! M% ^# f2 H+ [2 g, C. W
- process_ok if Input.trigger(C)7 B1 t* c% i$ `9 \8 _ c
- end0 H0 s1 V8 W. {) r T
- #--------------------------------------------------------------------------- p8 i; K2 r, Y9 Q, E( u
- # ● 跳转“确定”; I9 \$ f2 a! k( Y
- #--------------------------------------------------------------------------! o5 x" H* I, n9 H# m9 Y
- def process_jump
1 X' P- c; H+ J" l Q* v - if @index != 11- W+ a0 h$ U0 X, v8 V
- @index = 11
0 |: q; g' D0 h& I! Q& P+ ^, P1 ] - Sound.play_cursor: M; @* T% N/ J$ s& n
- end
2 j! c- V+ @9 t& l- r - end
9 t. f* r7 a8 e - #--------------------------------------------------------------------------
3 P' K( ~ c; g# ^! H2 N3 s6 l! Z - # ● 后退一个字符
# m# {+ m6 L6 i - #--------------------------------------------------------------------------
( S0 F @% ?0 _) ~8 j# p3 u: @ - def process_back0 ] ~* @4 f" H6 g
- Sound.play_cancel
2 Q8 ?5 b! w( \6 X2 Z9 P - place = 10 (@digits_max - 1 - @old_window_index)2 B7 V- j8 e# E1 P6 f0 _
- n = (@number place) % 108 R6 |5 k% Y5 g% s
- @number -= n place
8 A" R/ Y: N# y4 u6 [$ y8 ~+ Y - @number_proc.call(@number)2 I- o( ]/ u' D! _* w2 r
- @old_window_index -= 1 if @old_window_index 0
1 F( N' W7 C+ h, s% O% s - @index_proc.call(@old_window_index)& b; w5 B+ H6 F
- @refresh_proc.call
9 O. ]& D2 A( T% J8 {+ ] - end2 D5 o7 g5 f$ D$ q" b0 `
- #--------------------------------------------------------------------------
+ |8 z& @% G. C* y - # ● 按下确定键时的处理
E2 ~4 z; j, p: J- Y3 `5 A; m" E - #--------------------------------------------------------------------------
9 _3 J) T2 b, o, _& F7 u - def process_ok* T; e b4 D! s1 I6 p
- if get_number
- q" K0 b7 H+ H7 ?) p; M - Sound.play_cursor
2 q; M5 M5 Q5 A% d1 A - place = 10 (@digits_max - 1 - @old_window_index) S4 g3 u$ \/ Z3 C0 k
- n = get_number - (@number place) % 10, H2 W# F6 }/ X
- @number += n place
" z/ q% K; \, l, ?; M - @number_proc.call(@number)& Q5 G1 o8 \% s1 \$ V8 p
- @old_window_index += 1 if @old_window_index @digits_max - 1
1 o P: e$ |+ Y" o8 N% Z5 j - @index_proc.call(@old_window_index)
/ L5 U b4 a' O$ u1 D- w - @refresh_proc.call# F, W' s* S/ {9 g" d/ O Z% m
- elsif is_delete5 u- ^" w+ {) ^% C
- process_back$ J& E- R9 Q* o3 S' [! ~8 G6 Q8 W
- elsif is_ok# O0 h5 d/ F. k* W& _; @/ i
- on_input_ok- l. j+ p& t) K( i
- end
3 X5 i# G7 J+ w* N# z8 ` - end
. }9 D7 h8 S; y- U) x - #--------------------------------------------------------------------------# u" ?6 a4 ~0 c" l
- # ● 确定1 R' h2 c, D' E. ?5 G2 ?+ ~
- #--------------------------------------------------------------------------. {; x! I' ?! p9 @% |
- def on_input_ok
* d$ z/ k1 _ ]2 d5 T8 \! q4 n - @index = 0
0 O/ ^0 F+ N, E - @old_window_index = 0
) u1 `1 R! j& G p. V - $game_variables[@variable_id] = @number
1 j) A- o/ {3 G+ P+ _# L7 T - Sound.play_ok7 L3 j; y X1 h: o0 {+ l
- @close_proc.call% \* b) S2 ~" S, l2 g) H
- end6 Y* T" F, w: r/ v; Q
- #--------------------------------------------------------------------------5 F+ S1 R! }( f9 E9 l
- # ● 方向键移动光标时将鼠标移动到对应的光标位置, s( B! [- x. k) G( K; Y4 s0 v
- #--------------------------------------------------------------------------
) c+ a9 Q+ P7 s6 v# [ - def set_mouse_pos
, t0 w% K7 }$ c. j v ^5 K" _ - if viewport.nil # necessary!, \( J& L' k% R G1 u8 n) i. P
- vp_x, vp_y = 0, 08 m* `9 \( m. q1 E! @
- else3 m [ L A9 e% t& @8 q1 L
- vp_x = viewport.rect.x - viewport.ox
9 Y4 D7 B7 s: u7 \: n) L - vp_y = viewport.rect.y - viewport.oy
. Y7 C" z3 q/ }3 H" w) m0 H - end
, X# ]0 r2 o, S2 b1 u8 R - item_x1 = vp_x + x + standard_padding ! L( [6 Z) G& N) d5 A
- item_y1 = vp_y + y + standard_padding! E1 _2 A5 a4 Y3 n1 z, x
- get_index = @index 0 0 @index 4 p f5 q6 S' v g9 v
- new_x = item_x1 + 32 (get_index % 3 + 0.5)4 T5 j$ R( y; R9 X# g# d% Y
- new_y = item_y1 + 24 (get_index 3 + 0.5)
( m3 F" }4 _, ~# i) _ - Mouse.set_mouse_pos(new_x, new_y)( m9 w |1 B8 g8 F# r
- end
0 {+ _% {& O- m - end
) N1 h$ F' o5 r" j6 M
% [+ ~9 P4 S, O; U4 @1 D: ]- #==============================================================================& K. u* U" n; G3 k( J
- # ■ Window_Message
O' ~; ~6 x+ |2 q - #------------------------------------------------------------------------------
' B& _; x4 T3 }# a& |, { - # 显示文字信息的窗口。0 l& C: G A# ^' M# M: Y1 N0 }0 M. E
- #==============================================================================- C" H: D7 t* ^6 _
- class Window_Message Window_Base
* O/ u* {4 _0 U$ a O - #--------------------------------------------------------------------------
* t8 M* n2 {3 |4 x; L' D" S - # ● 处理数值的输入(覆盖原方法)
$ U0 f4 [" _$ d+ a, M - #--------------------------------------------------------------------------% N* @9 J* u+ a9 P7 l
- def input_number
7 x9 y* v6 G5 Z4 \4 e( i+ @ - @number_window.start2 ^ r6 k1 \/ H( k
- Fiber.yield while @number_window.extra_window.active
" y' \6 ?8 E9 r2 H2 n: m+ u - end
1 s) D0 E1 [# N, f5 A - end7 L5 m( H3 S: h
: u% F, Q A/ _8 b/ y* k* j- #==============================================================================
% e" b7 a9 d& |& U4 H+ Z# q+ A - # ■ Window_PartyCommand
x7 v$ S0 ]: Q. @ - #------------------------------------------------------------------------------* d8 V/ J' z: |$ ~) e
- # 战斗画面中,选择“战斗/撤退”的窗口。5 ~1 x# k8 p) i/ i' d8 _
- #==============================================================================
& F! ]" E1 j0 d, Y - class Window_PartyCommand Window_Command, f' Z0 e; B+ ]/ @
- #--------------------------------------------------------------------------
6 _) {+ f/ l# v - # ● 方向键移动光标时将鼠标移动到对应的光标位置
; o5 G$ L7 @* _; m( Y1 i4 X9 g, N8 b$ Y' n - #-------------------------------------------------------------------------- V* M/ A" E" Q) Y9 w. A5 E9 T
- def set_mouse_pos8 `' ]( \* `1 Y0 j' n
- if viewport.nil
8 O9 O; z4 E% M! {+ e - vp_x, vp_y = 0, 0
9 [' H6 Q' ^9 p2 g$ S - else1 R* M. a2 X$ w4 @! k8 u( }
- #vp_x = viewport.rect.x - viewport.ox
" O T# X" \# H) K2 X: [ - vp_y = viewport.rect.y - viewport.oy1 R9 t# O6 J. E, n# ~
- end
# Q- Z9 Q3 i; a8 o6 @7 I - item_x1 = x + standard_padding % Z! z# S% |& d' r: z" V2 O
- item_y1 = vp_y + y + standard_padding
7 f7 U2 K- h" U9 e. x7 O, O - get_index = @index 0 0 @index ( O3 y( S) ^7 _6 N' F: q
- row = get_index col_max - top_row, W" l% O4 o3 ~: S0 _: E7 H
- col = get_index % col_max4 Y, U7 \: ^5 m7 w% L2 [9 q0 o* ~
- new_x = item_x1 + item_width (col + 0.5)
2 N6 F2 g& B9 G& L8 n3 [ - new_y = item_y1 + item_height (row + 0.5)
( C" M1 p+ N# O/ E - Mouse.set_mouse_pos(new_x, new_y)
' I, w3 w0 t2 |# ^ L$ `0 B* J - end. T: g( F& }% ]- t- {' U. T
- end
% P g, ^' G$ B( b
6 E5 t! ]0 w* ~/ @0 p- #==============================================================================
" X' u+ G2 R, f - # ■ Window_ActorCommand" S2 a8 r9 l4 l6 l
- #------------------------------------------------------------------------------
1 F! x! x/ K! S3 f& u3 ^$ g - # 战斗画面中,选择角色行动的窗口。4 s6 E, k. W, [9 Z
- #==============================================================================# n, l( m, B, l! e
- class Window_ActorCommand Window_Command
& q2 _* V% E0 g, U7 D6 h - #--------------------------------------------------------------------------6 C4 J( F6 L6 T. R+ y0 @
- # ● 方向键移动光标时将鼠标移动到对应的光标位置# `. N# y$ g( k2 f
- #--------------------------------------------------------------------------
4 W- k# a8 i& P% E$ o$ I* K- I" E - def set_mouse_pos
3 q% t7 x3 @6 Q6 ^3 o - if viewport.nil
9 u1 }/ u7 b9 _0 r$ k - vp_x, vp_y = 0, 01 w: N: e" R9 b& k- ~# E6 O3 N
- else
( E# |" s* t) q9 o: o3 } - #vp_x = viewport.rect.x - viewport.ox
( U. j2 d _* B2 ^9 K6 ^3 j/ S1 ` - vp_y = viewport.rect.y - viewport.oy
5 H V2 \, @4 J! S. O% E7 s - end
# A- c4 ^, }8 c0 d" f! u - item_x1 = Graphics.width - width + standard_padding# h. C5 ~* U, K' T: Z3 P4 ~
- item_y1 = vp_y + y + standard_padding9 V8 D! P1 }; N+ E3 C" Y/ {& \8 i
- get_index = @index 0 0 @index 7 \* @) i, q" u* g5 B; F" d
- row = get_index col_max - top_row4 R0 e2 \' j9 x- V. a8 a
- col = get_index % col_max
r. h/ s; n1 c$ ]' ^0 E5 l5 M - new_x = item_x1 + item_width (col + 0.5)
7 E6 A: L# X3 } Q* o - new_y = item_y1 + item_height (row + 0.5)7 |' B% J6 U* l9 p5 I7 t
- Mouse.set_mouse_pos(new_x, new_y)( M ^* m/ O# F' [0 d3 R: V
- end0 q3 i2 r9 r* L5 ~
- end
0 W F1 m. o2 Q# `' r0 e
* I1 l, b" i& t! L$ C; U0 _2 J. R/ _- #==============================================================================
% Q& q* ~. b6 k - # ■ Game_Player! I8 P; C6 B8 k- m: D
- #------------------------------------------------------------------------------
3 g' T5 M! D$ s5 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。8 B1 D9 e/ t8 i. Q) k. w9 w
- # 本类的实例请参考 $game_player 。. t* s4 n, p3 F8 Q: q
- #==============================================================================
8 j$ }# `, i O; g' }7 o9 x s3 t- g - class Game_Player Game_Character
$ y& {9 o; Y5 f1 }" }" a - #--------------------------------------------------------------------------# j5 Z7 _! x; N
- # ● 由方向移动(覆盖原方法)! F& R R! s( f- A# c! `3 U7 t( V, m
- #--------------------------------------------------------------------------
5 f: e: `- }( B' V( A4 X# ~: C8 p$ V - def move_by_input
8 @. M. T) t. b9 m, O1 E$ p8 R - return if !movable $game_map.interpreter.running( |: l* e9 \, X2 H2 D+ v! S& j
- if Input.dir4 06 L+ W6 Y; {6 ^4 Y1 I1 ]7 M
- move_straight(Input.dir4) # ?: |9 D/ \+ N }! [0 s
- reset_move_path2 m6 a, P1 O! G& p
- else& s3 o# j3 j9 g2 q7 B
- move_by_mouse
' N: z% u$ a* s& ?' E; a$ D - end* L& x& ?) U, T" e, D: H
- end
, J4 g. d+ f; I; U6 u! n2 J - #--------------------------------------------------------------------------+ h5 @2 X, u; L- s
- # ● 非移动中的处理(覆盖原方法)
/ ~7 S- r( K* @, D - # last_moving 此前是否正在移动! E' E4 M* n4 \) F: t% p
- #--------------------------------------------------------------------------* e; T" Q4 F! U& s; `* ~
- def update_nonmoving(last_moving)
0 Z8 T- I0 M; a) {, @8 ?+ s+ n - return if $game_map.interpreter.running4 Z9 z; J/ u m
- if last_moving
& U. Y1 y# m/ I/ R - $game_party.on_player_walk/ U' w& m. E; K% N/ G3 C+ g1 x
- return if check_touch_event
: X2 g! ?5 Z) H1 w# } - end3 w4 c1 b- j8 ^! ^2 n1 v% ]; C
- if movable && Input.trigger(C)
, @% C( b$ b. H( x; j8 } - 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
! o( m" ~. t; P# ?1 p" u1 ` - return if get_on_off_vehicle
: u3 H9 @+ H" R7 m- M% q" A8 @# R* Z - return if check_action_event9 w0 I L5 ^# T7 f( ]7 B: X2 a3 [# v
- end, w# c! h7 c8 F. T% x- d( s) B
- update_encounter if last_moving
- Z" b) V: P$ n6 ]% `, O1 x R1 c- k/ ? - end% S8 ^8 u/ C1 \3 G3 R
- #--------------------------------------------------------------------------& o9 y) S( u+ ~! U$ F9 x6 \
- # ● 判定是否跑步状态(覆盖原方法)
P0 ~/ C+ [3 O% j' d5 H/ B - #--------------------------------------------------------------------------
3 ], s( v$ L" @4 \/ F3 |, q) V - def dash
o4 ~3 T3 H5 s0 y. H - return false if @move_route_forcing
- h+ C' t, P8 E: N1 Y; @0 {" @/ y; v! Q - return false if $game_map.disable_dash3 e: ~7 W$ q: p( L/ }
- return false if vehicle
+ d, v% P. ?% u: a& ~ - return Input.press(A) @mouse_dash$ q' [/ e. v6 p8 \
- end
3 R3 Y' Q/ t1 I% ^4 f% \ - #--------------------------------------------------------------------------: @0 X+ O0 Q5 p% z# P( ~
- # ● 初始化/ Q; c. U2 H4 e# _* J
- #--------------------------------------------------------------------------; G* y v, L l( u8 W
- alias sion_mouse_initialize initialize" m( r. F/ l0 t+ t$ o! {2 b' z( a
- def initialize- x0 _) |$ E- N6 @' Y3 u' y
- sion_mouse_initialize
: i) l$ _6 ?$ A3 b3 @1 m: j2 U5 s - reset_move_path
3 Q6 A/ m8 v, G. p0 r) g7 e4 _ - @moveto_x = 0, G/ y' v& v+ [& X
- @moveto_y = 03 W- M1 b9 L0 E2 h4 R
- end
+ R' y( x' K: k0 r5 y3 l - #--------------------------------------------------------------------------
* v2 s V8 ^3 L: Z) E5 O4 M7 B - # ● 更新8 u1 {7 O" e! H0 E+ U, n* O
- #--------------------------------------------------------------------------
* b- ~7 D8 `7 \: ^% ]& u% v8 ] - alias sion_mouse_update update
$ Q$ g3 T2 t' [; e, t8 Z - def update
2 o- x( l3 S" y; R - sion_mouse_update6 }# \" A+ }0 E$ c- r
- clear_unreachable_sign
, m8 y+ B6 C# ~% ^ - end; ~# t0 D6 k* R I( ~
- #--------------------------------------------------------------------------
6 f8 ?( p, P) Z - # ● 处理卷动
2 ?6 }/ u& L& m3 k; f" A: T - #--------------------------------------------------------------------------
& \0 ]+ g* W* N* q/ x - alias sion_mouse_update_scroll update_scroll
" b5 k( E' N$ K6 R. \: n - def update_scroll(last_real_x, last_real_y)1 K1 W2 w7 B' w8 p
- return if $game_map.scrolling, D4 P$ z& N) I2 P- V u
- KsOfSionNew_Scroll new_update_scroll ; R* d/ \- ^0 C
- sion_mouse_update_scroll(last_real_x, last_real_y)
, z# @1 T/ z8 Y a$ }6 k+ x - end
, N- W$ i5 L/ N2 G8 l - #--------------------------------------------------------------------------
1 S" v* c) p( l8 ?1 u - # ● 重置移动路径相关信息# E' y/ _% E& d( A! }- V) {" P
- #--------------------------------------------------------------------------/ B( L5 c: I0 ]( A) j1 S" p: g
- def reset_move_path; J3 E' e, H" j. [( T
- @mouse_dash = false* [7 u0 e* h$ o+ i N+ B8 E' u
- @mouse_move_path = []
1 s2 V) P. L4 |* a - $mouse_move_sign.transparent = true' t. p# e1 `) J) W
- end
* v$ y0 g. \5 | - #--------------------------------------------------------------------------
! i2 Z2 P1 v, v2 [2 o7 T" P - # ● 新的卷动地图方法; I+ ^. ~( u8 Q7 h
- #--------------------------------------------------------------------------; Z% c2 m7 b$ v+ P5 Z, \
- def new_update_scroll
- o) S- _6 y; f - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width+ n; w2 t1 |: `3 C5 h0 p
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height4 d8 T/ G" [8 E( i6 w
- ax = $game_map.adjust_x(@real_x)
( v3 |0 t6 _. u6 h! y4 o - ay = $game_map.adjust_y(@real_y)9 c6 X) N9 x8 B, M1 B! l* O7 J
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y. d9 G2 d1 _; C# h$ I
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
- [3 C1 M* m" s) ^ - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
- r8 V$ a J1 F3 q1 K6 d# {" L - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y7 {# j6 ^" U+ l+ Z
- end# `( J( r+ d$ E/ g7 o
- #--------------------------------------------------------------------------+ q6 O7 [: A0 A% w( ^
- # ● 消除不能抵达图标, ]6 L/ ]' ^5 P, G; L
- #--------------------------------------------------------------------------' w2 V8 N* Y, ]7 {, R2 _1 W9 G8 K
- def clear_unreachable_sign* n: r3 s* _2 q. t; ^4 k. g& W2 X! A1 @
- return if Mouse.press(0x01)! G' k( c" M r* J% ^
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0% L/ j" R& p5 R) X* P7 V
- $mouse_move_sign.transparent = true+ R; I' [1 d* K( P2 g; i
- $mouse_move_sign.direction = 2
. K; S/ j) B# h/ L - end
# s b5 [' Z3 {" d0 m3 k - end
8 F7 |2 s, L! q - #--------------------------------------------------------------------------
% o+ x0 j) S% K, S ^! b- M - # ● 由鼠标移动+ U7 I$ j) Z. [* K+ I
- #--------------------------------------------------------------------------& s" T4 B8 [. x2 c" O6 Y V
- def move_by_mouse. J- V& P5 [& E: H( b, J
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动$ {2 P5 @3 Z w) d! a2 j
- dir = @mouse_move_path.shift
: |; l: J" J3 @/ R' T - if passable(x, y, dir) && !@mouse_move_path.empty
: ?* T& p1 W% d4 m8 H% b - move_straight(dir)" x5 P+ ^, n$ ? w* }% M1 Y
- elsif @mouse_move_path.empty # 判断是否是最后一步: E' ?, l* d+ k3 ?) {1 G/ t
- x2 = $game_map.round_x_with_direction(x, dir)7 x8 I5 @- j5 @
- y2 = $game_map.round_y_with_direction(y, dir)/ p) |2 {" i) s4 ~
- move_straight(dir) unless dir.zero
}* ?8 |6 t* |, A( F - 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; \* \6 w1 {" {2 R9 p2 |& S. T
- check_event_trigger_there([0,1,2])
, |7 y" F# L* d- h# n - get_on_off_vehicle unless $game_map.setup_starting_event
+ |/ J" ?' o* g1 D- Y) v - end
% }" ?3 Y5 [3 k! U - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2, ]% i7 w3 |5 J5 Z
- @mouse_dash = false+ O& T9 `) N( A# J. ~8 N# Z
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
2 ?" Y( q! ~' q- q# z - @mouse_move_path.shift% W h, F% H* W" [3 X
- @direction = dir
: @4 P/ D2 z7 I0 }2 B) E1 v$ E/ A% G0 b - @mouse_dash = false' B5 @# l0 ~3 n4 F+ ~" w! `. `
- else w7 d$ o, v! P9 b' Z9 g( l+ W
- draw_move_path. o: R; |! M- u5 \6 A, Z
- end& G0 j7 G9 F2 G
- end
- C' j B( F+ S2 c% F; u9 M* ~) @8 n/ ^ - end: u2 L+ ~1 B2 X, p9 T) o3 r
- #--------------------------------------------------------------------------; G# g' n, g( V6 O
- # ● 地图界面按下鼠标左键的处理) e( }9 @" _: r' v* p9 m0 k
- #--------------------------------------------------------------------------0 r; g* I5 b9 U8 i' N$ Y/ p
- def left_button_action
' X; d2 E% D0 q2 k - return if !drawable $game_map.interpreter.running
# q- r( y6 Y/ z& H - get_mouse_pos; T5 W8 R( h) M r; Y
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
4 k, b; T9 P. M$ f( v - if @shift_event
+ t# p5 k5 {4 q0 A5 z! h - if Mouse.trigger(0x01)" F* V3 P5 o# k5 O6 J
- @shift_event.jump(@moveto_x - @shift_event.x,
, t. R% L/ Y. `! I6 n - @moveto_y - @shift_event.y)2 q, z- S7 B3 l# h$ ?# T
- @shift_event = nil
/ \3 D& G( m: A. s - end, s4 I+ |5 R( e
- return
0 K U# b7 E' ]2 l o3 {5 p& K - end. h+ c: y' l/ S! R
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合- w. x- S Y+ d# C" [, j N
- return if moving (vehicle && !vehicle.movable)7 |, v: U( _/ }: Q- f8 W
- check_event_trigger_here([0]) # 判断是否触发重合点事件 i, \6 W4 g& o- L5 X, k
- get_on_off_vehicle if !$game_map.setup_starting_event &&
! }4 |, ]/ ^$ [6 V) I) P. V& @0 D - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇4 C9 E/ v5 ?9 W& V3 t/ g
- return
. c9 A- o. S) k* \4 q( _ - end
! v$ T/ e# R6 V' h5 K7 x - # 判断是否用鼠标启动事件7 x$ ?! i2 ~( [& p$ }
- $game_map.events_xy(@moveto_x, @moveto_y).each do event
a3 E2 P; Y# s7 a+ \ - if event.mouse_start
3 Q. {/ W- S/ @. _8 } - reset_move_path
2 j1 Q3 a) U* |' s5 R - event.start if Mouse.trigger(0x01)
3 ^# {! S# f4 v6 {+ G - return
' p& t$ P6 C+ P. D8 f6 M6 a - end
, {% l! _( L( R, |9 R4 T - end7 v2 p T: Z8 r% T R
- @mouse_dash = true if Mouse.double_click # 双击冲刺
9 e# y- g5 v" b. r4 Z r - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径0 u0 I/ o- H" A, g* h! I
- for i in 1..4 # 判断目标点是否为角色周围四点! |% }- C+ {" G( t0 d; ?( n
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
; h# Q+ E' |9 p0 x; x, b% t - y == $game_map.round_y_with_direction(@moveto_y, i 2)
; r7 t9 v# g' s3 S9 d- W _4 O - $mouse_move_sign.transparent = true
2 F! p& o' |2 w4 y! |" Q8 s - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
+ {; u; ]+ A( f1 z* i - return; end
6 |2 S( v% |$ }2 l$ V0 A, V! |# |- i - end, ^$ F$ [( x3 t- w5 ~4 F9 c
- draw_move_path
* @9 d S6 Q3 c# T& ^" s% U- j - end
9 v+ A$ x. ^/ x8 R4 D, x& C - #--------------------------------------------------------------------------+ E7 t! d( ]% F8 p
- # ● 取得鼠标处对应地图坐标点
7 S: ^+ }6 I# `4 s3 S" l - #--------------------------------------------------------------------------2 s2 q: q ^0 O2 y/ T$ |# ^5 t
- def get_mouse_pos- L; x3 R; j; F
- $game_map.get_mouse_map_xy
3 t$ |7 l2 Q* H! W/ y! x3 g6 B - @moveto_x = $game_map.mouse_map_x- f3 ~" S: c( B6 x' O& R: k' B
- @moveto_y = $game_map.mouse_map_y
+ K7 ~2 S& ^! C* t - #mouse_x, mouse_y = Mouse.get_mouse_pos6 N; B+ }# v! h, o. I
- #@moveto_x = $game_map.round_x(x + (mouse_x -
' [" g0 u) r% ?, w - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)( O {1 d5 S& Y6 u# T9 L
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
) i' m" \8 ]" a - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)) x& f3 y+ J) _! ?; H/ c
- end
. W9 h8 h" `; ]- u) H - #--------------------------------------------------------------------------* B' {8 \, v0 ]( v0 Y$ N! F
- # ● 绘制移动路径 @array[move_directions...]
7 \. f5 }8 r% P - #--------------------------------------------------------------------------: ?7 z+ W- |- ^, b& Y1 P* U
- def draw_move_path) _" a2 z8 C) o6 A& |/ J' l
- #temp = Time.now6 H) V. P8 n% N: C+ N8 D
- case @vehicle_type/ E8 A) B7 R! v, f
- when walk0 _0 w+ a: I i! L$ n1 N# E% s) U
- draw_walk_path
5 `6 e; ^. n* v' i; i( v; F" b" C5 q - when boat
5 l: X: X" ?; w6 z( Q* s: Z - draw_boat_path* Q* P, \! q! i0 ?" w
- when ship
' M" a. u1 T' a3 v* @ - draw_ship_path7 T) [2 P; k, S+ ] g# b
- when airship
1 T0 @' L. v4 P' f0 j4 B( L - draw_air_path
' }( G/ T ~ K/ r - end
, K Q* B) i+ @1 Y, S$ z1 [ - #p (Time.now.to_f - temp.to_f) # 测试效率
6 r$ J( f" D5 K0 Y& @ { - end; T& n' Y* B7 T2 c9 f+ p& x& p# P
- #--------------------------------------------------------------------------
6 \ Y+ V2 h9 C& @1 H - # ● 判定是否可以绘制移动路径
; |7 w' _5 D8 B - #--------------------------------------------------------------------------8 m6 F7 g1 ?) r
- def drawable
( q- Q* p& J5 ` w) j( ?: B - return false if @move_route_forcing @followers.gathering
7 T+ W( k" n' V3 ]' h J - return false if @vehicle_getting_on @vehicle_getting_off
8 I9 j9 T X% S, R/ k - return false if $game_message.busy $game_message.visible+ o" _: L1 v8 t0 \; p9 u% \( W
- return true
5 @* E# N* R( ]# h" ~ - end
; i# ~9 @2 G0 ^; v$ g. o# Z - #--------------------------------------------------------------------------
4 D, R$ h! H, {" k - # ● 绘制walk移动路径 @array[move_directions...]
; R" ]' D t" [* p8 l7 e - #--------------------------------------------------------------------------% n3 N4 R& ^# o6 ?& i. N" F
- def draw_walk_path
7 u8 U+ l/ h& F3 I - # 准备绘制路径表格3 h# a @6 z7 }
- sheet = Table.new($game_map.width, $game_map.height)
" w/ y) F. a, P& _ s7 Y - reversed_chase_path = []; chase_path = []8 W: O) V1 ?; D1 U/ @) g3 Y1 W
- reversed_chase_point = []; chase_point = []
$ i1 g8 [! z6 m4 l! D, {! h0 I+ j - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
9 c; v1 O S* a" R& M* j - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
! J9 p: Y3 N: E% p - reach_point = false' {' w2 a) |+ y7 X
- step = 3
/ I( h1 P4 B4 w - loop do #loop1 开始填充表格
6 D5 v- m: G! \) w - draw_path = false
2 J. g5 H: \/ C& @7 R* u9 c F - check_points = new_start_points
3 R; F. U3 r f) i0 X& F - new_start_points = []
7 B% I, a0 w+ [) F; L+ {9 ? - loop do #loop2 从起点开始正向填充$ @8 E2 l: @. z5 D
- point_x = check_points.shift# y3 o4 A+ P! K) }3 F/ L: u
- break if point_x == nil
, \" e: @- B/ w& x q - point_y = check_points.shift5 o6 R* @3 c, x0 |
- left_x = $game_map.round_x(point_x - 1)) g" I* X- P* Y. Z: ^
- right_x = $game_map.round_x(point_x + 1)* a( l! Z( h0 V4 V; V4 s
- up_y = $game_map.round_y(point_y - 1)0 T9 Y o, r) h3 @) r! C7 A
- down_y = $game_map.round_y(point_y + 1)5 ~" v1 q. k: ]5 Z, z, u" X
- # 判断路径是否连通6 | [) ~. T6 }8 e ]) f0 A: |
- path_step = step - 1/ ]* p( g$ }: Q9 U6 E3 [2 ~
- if sheet[left_x, point_y] == path_step &&
) ^ N0 e) q# M. u$ G0 w Q2 G# o+ p - $game_map.passable(left_x, point_y, 6) &&
+ P/ @* J' n0 K# V* ^' H+ p - $game_map.passable(point_x, point_y, 4)
: W/ Q0 }: p, e( | Z - chase_path.push(4), _! }# M3 K2 K/ x/ [! a! G: m8 }0 j
- chase_point = [left_x, point_y]8 o8 R8 @: V, i% {1 ^% ?1 p0 O8 W( ]
- reversed_chase_point = [point_x, point_y]( {, Z# p* g- g, Y0 `
- reach_point = true; break/ {3 J# I# A, d+ s% M; V
- elsif sheet[right_x, point_y] == path_step &&& S. y! o! u7 R3 T
- $game_map.passable(right_x, point_y, 4) &&
$ N, v# P5 L H) ^, ~ - $game_map.passable(point_x, point_y, 6)$ X+ Q z* l( J5 t. @: I
- chase_path.push(6), t5 _& F/ y1 ?, L& [
- chase_point = [right_x, point_y]& U; ~2 e# `) D' W7 I8 S- X k
- reversed_chase_point = [point_x, point_y]) v' S6 e0 g }
- reach_point = true; break
' g* f' `! d# I7 _1 S - elsif sheet[point_x, up_y] == path_step &&
8 k; D. Q: J/ { F - $game_map.passable(point_x, up_y, 2) &&
( B1 |( _- ]: H& K - $game_map.passable(point_x, point_y, 8); f# j: Q+ t# t
- chase_path.push(8)
/ J7 g3 H5 N9 @# u - chase_point = [point_x, up_y]
6 ^8 G/ d! {: K, C - reversed_chase_point = [point_x, point_y]. A4 @! { H6 G5 |8 y' F
- reach_point = true; break8 m7 x! h" g+ `4 B' ]+ k
- elsif sheet[point_x, down_y] == path_step &&
8 s- e! F% S9 K- X+ ~. r% M - $game_map.passable(point_x, down_y, 8) &&3 J% e! c4 x2 |- k7 {8 `
- $game_map.passable(point_x, point_y, 2)5 L& |" O' }0 Y! v
- chase_path.push(2)
+ n# w5 ^0 S( t - chase_point = [point_x, down_y]/ r3 n3 }+ K" o( m& |! V# P
- reversed_chase_point = [point_x, point_y]( n+ c" V9 w: g, t# ^3 P; k
- reach_point = true; break
, h4 Z$ ?7 C' m$ `# k3 P; a - end6 e! L M u+ i |) t8 J: C3 f d
- # 以需要抵达该点的步数填充路径表格 #. P1 d. c$ G0 j5 O& b! t9 P% y
- if sheet[left_x, point_y] == 0 &&
' m# Y# Z( K. H5 z- F$ U$ u - $game_map.passable(left_x, point_y, 6) &&
; ^% R" l2 M* A$ x6 y - !collide_with_events(left_x, point_y) && H# D) H Q1 X7 V s! d0 Q
- $game_map.passable(point_x, point_y, 4) &&
6 j0 X. G, w, A' e+ O3 O" u - !collide_with_vehicles(left_x, point_y) #judge_end9 f" A- E7 E3 j5 q! I
- sheet[left_x, point_y] = step0 j5 l+ a4 Q4 ~! h; Z- X
- draw_path = true
- J* a9 Z+ K- p* e4 b h - new_start_points.push(left_x, point_y): v3 \9 h. G9 w- V
- end# s9 P- S: @0 ?) {5 q/ d$ S& S ]
- if sheet[right_x, point_y] == 0 &&: t! Y5 b% A, v" ]& L
- $game_map.passable(right_x, point_y, 4) &&. t" ?7 A7 D. k+ K) q( ^
- !collide_with_events(right_x, point_y) &&
1 b* q! O8 {( p6 y' @$ O9 o - $game_map.passable(point_x, point_y, 6) &&
& y- M, H' R% C& p- V - !collide_with_vehicles(right_x, point_y)#judge_end4 D" g/ \6 T( G) a* a
- sheet[right_x, point_y] = step
; q" ~# Y& i6 f* J0 R) L, v& g3 R9 b2 ]5 j - draw_path = true) D0 D4 u, O. A5 ]& L! a O0 k
- new_start_points.push(right_x, point_y)4 P4 O5 N7 C& ]- \
- end9 L8 B9 ~$ p# l. t7 L
- if sheet[point_x, up_y] == 0 &&
+ Q7 E# F; w! z+ s5 e( N - $game_map.passable(point_x, up_y, 2) &&6 b& Q" A3 E1 Q+ i3 s
- !collide_with_events(point_x, up_y) &&& U- y" ?1 J1 s! |
- $game_map.passable(point_x, point_y, 8) &&
8 q) g/ h8 B j( V# |& E5 m: J6 R - !collide_with_vehicles(point_x, up_y) #judge_end
/ T7 d9 ~! C1 r2 ? - sheet[point_x, up_y] = step
5 }1 T* O. r: I4 n5 i j# o - draw_path = true
* e5 v% d7 i4 M# u4 H - new_start_points.push(point_x, up_y)7 }4 J# r+ v& [# _4 X4 G @# B
- end
1 x5 ^- I) [# y! e+ r - if sheet[point_x, down_y] == 0 &&
+ M4 f' E1 f- o0 t$ w% k - $game_map.passable(point_x, down_y, 8) &&& r* t7 H* N7 p4 A7 H
- !collide_with_events(point_x, down_y) &&
6 Q8 p$ q5 j8 ]' O0 U6 w: L7 o* H - $game_map.passable(point_x, point_y, 2) &&1 j% m V; Z% O5 p# [! Q- z
- !collide_with_vehicles(point_x, down_y) #judge_end4 X4 J- y9 F$ h$ q' V
- sheet[point_x, down_y] = step
/ t$ u8 C% D) z4 E: b3 d7 l - draw_path = true1 z ~1 T2 d# Q6 t; j9 {, h
- new_start_points.push(point_x, down_y)
2 M% r0 t n% d2 P1 y6 a _ - end8 Z$ b9 G1 v V% A# P6 H
- end#endOfLoop2
! @1 t1 f* \' y; }- e" _ - break if !draw_path reach_point
9 g: Q$ ^, r' s% y - draw_path = false
5 }, q5 m. D; i2 l! I& e - check_points = new_end_points
# O2 z" y$ g5 K2 W; y% k - new_end_points = []
% X' O& l: ~( [) W - step += 1' ~0 v* }9 x3 f# t$ T3 N4 m- u
- break if step KsOfSionBreak_Steps &&
' V% x( l" z6 k' v( M - !Input.press(KsOfSionFind_Path_Key)
# X8 h; d$ S6 C - loop do #loop3 从终点开始反向填充8 Y" a6 c+ z4 U- n- t
- point_x = check_points.shift U) J4 x- t% R: P
- break if point_x == nil
0 R$ c/ E Y# j! I- {3 k4 H2 N9 g - point_y = check_points.shift
: [% ?( P# I! P2 p9 r3 c. i2 m - left_x = $game_map.round_x(point_x - 1)' K' j4 y b" u% V8 R
- right_x = $game_map.round_x(point_x + 1)) v7 w( u" U6 r' l
- up_y = $game_map.round_y(point_y - 1)
! ^: c1 h0 M% u4 R4 Y: f( ^ Z( R1 p - down_y = $game_map.round_y(point_y + 1)
( J( g _& ?; i! K. `2 l0 X m - # 判断路径是否连通/ l Q5 b/ _3 W7 L; y" w
- path_step = step - 19 n. w Q- Q# Y- b$ x6 k
- if sheet[left_x, point_y] == path_step &&
; n+ ]: R) f4 t - $game_map.passable(left_x, point_y, 6) &&
$ T; S0 b. x7 L. \ ?; F - $game_map.passable(point_x, point_y, 4)5 y; [$ w4 S; Y( o" o. I+ I
- chase_path.push(6)
3 |) X- f* r0 C2 f0 I, Z - chase_point = [point_x, point_y]
2 J9 p6 F9 D m& {( v - reversed_chase_point = [left_x, point_y]$ Y2 `- p0 ^, t) h+ q
- reach_point = true; break( `. q% W# D; p9 l
- elsif sheet[right_x, point_y] == path_step &&5 W+ v& D2 H: d' o) B3 f& }2 f
- $game_map.passable(right_x, point_y, 4) && [7 l+ m; `; Q4 v. L
- $game_map.passable(point_x, point_y, 6)! s. y: p4 j1 N! e5 c9 a$ r9 Q* E
- chase_path.push(4)
2 H: E& q G* g3 b4 F - chase_point = [point_x, point_y]
: j0 t3 D& V! `& | - reversed_chase_point = [right_x, point_y]
9 \- z- [8 X8 F2 G - reach_point = true; break, f/ r7 F. k, w' I, ?# i
- elsif sheet[point_x, up_y] == path_step &&
' [) P6 I k0 E( j" z+ _$ [2 Z, [ - $game_map.passable(point_x, up_y, 2) &&2 ^) T" ], Y$ A! [3 n
- $game_map.passable(point_x, point_y, 8)" V7 c) _& o1 W6 t
- chase_path.push(2)
' G9 D1 x8 m3 s1 Q. J1 U3 X - chase_point = [point_x, point_y]
7 B) t0 V c. Y' |( B( z - reversed_chase_point = [point_x, up_y]
- k3 r* f3 ~1 ^ - reach_point = true; break
2 W2 u. g7 r; D - elsif sheet[point_x, down_y] == path_step &&
* M! e& v& L8 j+ p, X - $game_map.passable(point_x, down_y, 8) &&
- g6 j& w/ @) D1 W7 F- t - $game_map.passable(point_x, point_y, 2)
s: u( A& `7 H/ J( o - chase_path.push(8)5 S( v M# N- ^( V3 l7 X6 k9 C
- chase_point = [point_x, point_y]8 m4 s' ]9 G+ v' n
- reversed_chase_point = [point_x, down_y]) D$ o8 A% X! f1 ]: \0 r
- reach_point = true; break
- T5 A# B9 \: k* m; Y6 |6 j - end) r: S$ z! O! H
- # 以需要抵达该点的步数填充路径表格 #
2 `3 W6 p% Z; t8 p4 v: p - if sheet[left_x, point_y] == 0 &&; l, G+ g/ m- A
- $game_map.passable(left_x, point_y, 6) &&1 P3 X2 f, D" ~/ a
- !collide_with_events(left_x, point_y) &&
3 w8 C+ k$ O% O2 u' v* @ - $game_map.passable(point_x, point_y, 4) &&
d9 L1 q4 J' u* ?/ V$ m+ } - !collide_with_vehicles(left_x, point_y) #judge_end$ b6 K4 \; W$ l6 B
- sheet[left_x, point_y] = step
7 Q4 g. H. G5 ?- M - draw_path = true: z' w1 s2 D C e2 d
- new_end_points.push(left_x, point_y). K* F' q' M# O5 ~) C" x$ ? F# [
- end _) W9 q5 @2 V) {
- if sheet[right_x, point_y] == 0 &&6 a% p" }1 {: H. z: x( |
- $game_map.passable(right_x, point_y, 4) &&
& ?" b% N& {4 w3 L: G! } - !collide_with_events(right_x, point_y) &&+ a% V* Y& I; W
- $game_map.passable(point_x, point_y, 6) &&! z5 z6 _6 m7 L: K
- !collide_with_vehicles(right_x, point_y)#judge_end
; M! D# w- E+ I2 V7 }* Z( k2 ~ - sheet[right_x, point_y] = step f$ O0 |& H# f9 E0 ^6 I
- draw_path = true
) M% y3 K Q9 q2 M' K6 i - new_end_points.push(right_x, point_y)
* K P# {7 Z; m2 z3 p9 C - end
$ M5 x q4 V. v, L1 D( M% D$ m - if sheet[point_x, up_y] == 0 &&
% K8 ~* B. x7 ~+ @& a - $game_map.passable(point_x, up_y, 2) &&* X0 }. H1 a7 K
- !collide_with_events(point_x, up_y) &&
3 s6 g- J$ \# P3 L2 {- i# @! \* _ - $game_map.passable(point_x, point_y, 8) &&! A. G' s1 |- `. E9 m8 b
- !collide_with_vehicles(point_x, up_y) #judge_end
) b, h; C! X9 I0 H: U( W - sheet[point_x, up_y] = step+ X+ z6 K! W4 J6 ]+ X2 z
- draw_path = true" r5 u3 `( m$ [8 V
- new_end_points.push(point_x, up_y)
* g& B ~3 u+ ~' q) T - end
6 A: }3 ~' P/ t - if sheet[point_x, down_y] == 0 &&
$ O8 [: `' V! e. M( | - $game_map.passable(point_x, down_y, 8) &&
2 U* z2 T6 p) [* q6 N+ O; W - !collide_with_events(point_x, down_y) &&. r. F V7 ~, P% Z' v9 v- }
- $game_map.passable(point_x, point_y, 2) &&( ^; ]% F. u M0 Y1 L
- !collide_with_vehicles(point_x, down_y) #judge_end
! Q% V) U) w; y8 w" H4 {# o0 n - sheet[point_x, down_y] = step
: p8 l2 }" R, l - draw_path = true8 g/ e5 W$ ?, ~$ n1 J
- new_end_points.push(point_x, down_y)
- O& ?- j" n' u+ T V - end
+ X2 }3 Z# C* ^ - end#endOfLoop3
7 T/ ` C/ \3 h4 ]( N- e - break if !draw_path reach_point1 y) W- w& m7 J8 h$ q
- step += 1
8 {. n5 O* R) q6 ^" @" Y( f! y - end #endOfLoop1 路径表格填充完毕$ i0 d& ?* V: b4 |7 o
- $mouse_move_sign.transparent = false) U7 w- [# j" x8 X/ Q; _- w
- # 判断指定地点能否抵达
+ O1 G5 {: q$ s- ^2 E - if reach_point0 B9 \/ P6 l. N/ ?
- $mouse_move_sign.direction = 2
6 c s8 x o2 S2 h) X( e - else7 W: h$ ]' R, l, U, ]
- not_reach_point
. ~% B8 {( z! E9 S( _ - return
) S3 Y8 X% D. C. C - end
! s% b2 m' @+ I5 X' d - # 根据路径表格绘制最短移动路径(反向)+ o2 q6 G7 o2 U9 H3 Q% F+ ~! X
- steps = step 2 2 + 1% J2 i6 R6 D* V- D. o
- loop_times = step 2
, d3 |; Z4 ~# }8 Y8 q3 I - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]3 V% S Z/ L* f& R/ {
- for i in 1..loop_times # forLoop
0 i1 q* ~+ C" U* s) @5 ?9 Q, g - steps -= 2
+ v0 N$ C1 Z' y0 ] - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……. Z& h8 N) T/ S- A; [ i/ H
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&$ k& |5 I3 N7 d' i0 M. o' E
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&! L& m% l7 S. C- e
- $game_map.passable(point_x, point_y, 4) #judge_end
4 n2 B# M% b, h! I R - reversed_chase_path.push(6)+ Q9 r# W1 g6 v
- point_x = $game_map.round_x(point_x - 1): @( t2 G5 l" V5 K' D( J' T0 t& m
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
, V, x D8 s% S9 i4 [+ } Q4 X - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
; J0 J& G7 b! y - $game_map.passable(point_x, point_y, 6) #judge_end
& p! L! x9 b1 q! Q( y3 W% { - reversed_chase_path.push(4)
( c0 Z8 P0 b6 a4 Y+ o" F - point_x = $game_map.round_x(point_x + 1)( i' ~! D: C \' L" i- ~% Y8 @. b
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&8 z$ r' n/ C; s( E% A9 A
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&' Z6 @+ e8 {2 y0 {( U' I+ J
- $game_map.passable(point_x, point_y, 2) #judge_end
! s6 O5 A( E* q% D - reversed_chase_path.push(8)) V: a6 k5 b0 J3 W. {: `4 k. f! u: b
- point_y = $game_map.round_y(point_y + 1)
& Z) i: Y! r( v1 \+ T* e' G( }. Z$ o - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
: S+ A1 u, @4 j, I7 F - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&$ A8 N# h/ ?+ X" ]* {
- $game_map.passable(point_x, point_y, 8) #judge_end9 C$ g1 w; g: b
- reversed_chase_path.push(2)
9 a% u3 Q- R$ o4 e J- Z; P - point_y = $game_map.round_y(point_y - 1): s, |2 ~& F c/ ?* y
- end
4 Q# ?+ ~2 l9 u* n8 B - else6 l( [" w4 K/ Z
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&" b: ?% i; O3 \8 B
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
4 Z, I1 |! I: b S2 _+ T) M - $game_map.passable(point_x, point_y, 2) #judge_end6 z a/ ~. z# g
- reversed_chase_path.push(8)
{# F, O+ o. @# B `" X7 {8 C - point_y = $game_map.round_y(point_y + 1); v" z. } s9 b. z, }6 _. V& Z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
/ {( U6 W' K7 f4 t, g/ q! H) V1 ` - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&3 Z2 O9 n. X6 `/ Z2 H& x( c
- $game_map.passable(point_x, point_y, 8) #judge_end2 X5 x S1 O7 O
- reversed_chase_path.push(2)
" F. B/ G7 { m$ b3 \ - point_y = $game_map.round_y(point_y - 1)
& L2 s3 _) h% z& s t/ { - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
: E/ r" S2 ?! w5 G. e - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, H3 Y' M6 F. j) R- l2 A
- $game_map.passable(point_x, point_y, 4) #judge_end+ a$ Z& M; V( h/ a
- reversed_chase_path.push(6)- z; m m' b0 L7 J3 m
- point_x = $game_map.round_x(point_x - 1)
. c& g1 [: N; F. E5 }3 K" K - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&- s! d/ o5 p2 l3 ?4 ^6 v6 u
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&4 q8 x/ V$ |" ^, g0 L5 Y( f
- $game_map.passable(point_x, point_y, 6) #judge_end( l, D# t9 h w/ ?' }
- reversed_chase_path.push(4)1 c& f$ p3 _% w( Y: R, b
- point_x = $game_map.round_x(point_x + 1)* ?! c7 d3 q5 j# O4 n v
- end2 T- e+ i6 R" L
- end
- c: l+ [4 U: q* m& t# r e% w4 u0 o - end #endOfForLoop
# X) V" m' ~6 S8 ` - # 根据路径表格绘制最短移动路径(正向)
0 W7 I5 Z) X* ?6 J; g7 e, t - steps = step 2 25 Y$ f+ }) W" C& _* I0 V
- loop_times = step 2
9 o) J! `2 d; i( q- y6 | - point_x, point_y = chase_point[0], chase_point[1]* O5 S( c- C3 Y3 n
- for i in 2..loop_times # forLoop& q' i( ^. T! E; L
- steps -= 27 G3 a6 H0 k. S/ n
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs0 M* a8 C, r) q& H
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&' D2 s# ~7 |: f
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
5 }, n2 _2 ~7 L9 ^ - $game_map.passable(point_x, point_y, 2) #judge_end& a7 P' \5 \2 Y S, Z
- chase_path.push(2)3 m% ^" l, |% _/ j( ~/ n3 ^( s/ r
- point_y = $game_map.round_y(point_y + 1)
6 q0 r9 X* Z5 K3 B0 u& l+ U - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
' Z/ [; `- p; n( |/ @3 | - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
+ m) f! V' d* v$ }3 ` - $game_map.passable(point_x, point_y, 8) #judge_end7 S5 G8 V" L4 {, w' M: F0 u, W
- chase_path.push(8)
. z0 I5 r& Z/ |, m. g - point_y = $game_map.round_y(point_y - 1)8 G& }# \# ^' u: P
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
0 o4 o; w' G7 u* V: U. `4 J, x - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
& d. o' c; A. _$ _) G% I - $game_map.passable(point_x, point_y, 4) #judge_end6 |6 O/ }% e( N" w
- chase_path.push(4)
0 [+ H( X) Q- \: Y! K. r - point_x = $game_map.round_x(point_x - 1)0 h% K7 u; K9 @& {
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
- T% W0 Q! A! G - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
$ y* |1 Z. S l - $game_map.passable(point_x, point_y, 6) #judge_end
Q+ V; e1 G# K3 W - chase_path.push(6)- z' `9 L7 z. U$ E. v
- point_x = $game_map.round_x(point_x + 1)
0 n9 Q8 l/ }, u0 T; R2 J - end* d/ }' o3 F! r+ D
- else
. e Y! D6 t& r. t* ` - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
/ y4 x5 a: d3 w% y - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
/ n1 v, l5 ^' ~6 z9 z - $game_map.passable(point_x, point_y, 4) #judge_end5 n n. s E/ g8 i
- chase_path.push(4)9 q9 X2 L6 G- j
- point_x = $game_map.round_x(point_x - 1)& k. |) H7 H: }4 I* h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
6 L5 h- o+ ^# ~3 s - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
. e' ~, t* j& m1 C# U) ]! q" e - $game_map.passable(point_x, point_y, 6) #judge_end6 t4 r* y' a$ {% R4 L4 ?
- chase_path.push(6)
" Q9 t2 V6 D( E. ?* A - point_x = $game_map.round_x(point_x + 1)
+ J! g$ l) }$ V5 v. h - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
; J' {8 E* J; Q2 ]3 [( A7 D - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&' n* Z9 ]- L3 U% y/ D9 u
- $game_map.passable(point_x, point_y, 2) #judge_end* T& R! A q# N/ D) K4 A8 h; t
- chase_path.push(2)
9 A, z% _* c* R9 }+ V/ B' G - point_y = $game_map.round_y(point_y + 1)
$ T0 O7 D( N5 |0 s/ [ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
9 m' b" d: J$ t( p3 ]+ { - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
* E: h" y" M: u# Q - $game_map.passable(point_x, point_y, 8) #judge_end3 y$ U: I( R4 b: b4 G
- chase_path.push(8)6 m3 H/ m4 n. w: y# w' J( a
- point_y = $game_map.round_y(point_y - 1)* p- ^! E2 O* r3 [/ |' \. `
- end! T$ D" r+ R# R( _2 v. C1 T. t
- end
( S3 w* [- C9 w1 B! a - end #endOfForLoop
. A" R$ C5 G* ^$ t$ \. {, D - @mouse_move_path = reversed_chase_path.reverse + chase_path# e1 K, D9 o: S4 ?6 g7 Y
- end#walk. }$ W% U, v- J7 w) {4 E
- #--------------------------------------------------------------------------0 d- v6 U7 M* Y0 C! G& j
- # ● 绘制boat的移动路径 @array[move_directions...]
- ~7 B' c& J: b" k- ]; K7 O. ^ - #--------------------------------------------------------------------------
" F& B' c5 E0 M7 [. J - def draw_boat_path
' b* B! x* `; s - # 准备绘制路径表格
; g' {5 h+ Q. h( C - sheet = Table.new($game_map.width, $game_map.height)
{- r7 D: ?: M" d: M9 S - reversed_chase_path = []; chase_path = []
# j& [7 m2 `3 o3 B7 f0 U+ O - reversed_chase_point = []; chase_point = []) s. \. y8 x8 j9 k" D
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]& ^4 u3 q) d) w5 o
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
$ x; }& D1 A m - reach_point = false
' E/ W# T7 j3 d3 k$ o - step = 3# I* g1 O6 x! g9 A
- loop do #loop1 开始填充表格: [ x/ t1 L' ~1 H3 W% C& T
- draw_path = false/ |$ @2 z: I2 [! B$ w9 c3 _9 k. \
- check_points = new_start_points/ q; T: O2 U3 X( U7 W
- new_start_points = []
' q# u& y! y1 y8 a8 b2 J: C0 j - loop do #loop2 从起点开始正向填充" L: W3 Q6 [2 T) I- z9 H7 q4 ~' Z
- point_x = check_points.shift
% f! i$ d+ b- `' d - break if point_x == nil
, p* R& M; L% N: L6 \ - point_y = check_points.shift
- X( X( t# b% g" H( d! ? - left_x = $game_map.round_x(point_x - 1)
, W; l( M/ b' C4 o. I" I1 N* n& t - right_x = $game_map.round_x(point_x + 1)5 f1 N# W* y2 P- N( k% ]5 M
- up_y = $game_map.round_y(point_y - 1)
' k- \& D$ n* S, Y+ ] - down_y = $game_map.round_y(point_y + 1)
0 X! E& @, ]* d o - # 判断路径是否连通
5 X3 w" K& f; G7 a5 T - path_step = step - 1; v0 b* n P! h( ?) L
- if sheet[left_x, point_y] == path_step3 ]% x( i1 C' }( z
- chase_path.push(4)
@ v& J% Y8 p4 E/ m - chase_point = [left_x, point_y]
( l# u- t$ E7 Z' u" m' a+ B" _ - reversed_chase_point = [point_x, point_y]
. \1 r" L0 J& f4 E$ |1 I - reach_point = true; break- h$ ~0 J0 U. [2 F& Y; q( Q* |* F3 {
- elsif sheet[right_x, point_y] == path_step# t1 I. l# `# y4 W; B3 j
- chase_path.push(6)+ B o3 v1 v: d5 O# [8 x
- chase_point = [right_x, point_y], [% P4 K/ ]+ q$ d h4 w
- reversed_chase_point = [point_x, point_y]
w' I+ X3 z7 @9 Y1 I+ ] - reach_point = true; break
! D5 p1 J2 F2 b, [& E3 S$ K1 V - elsif sheet[point_x, up_y] == path_step
T! p4 N$ x! ^ - chase_path.push(8)
g5 Y6 _" R, O* D [: G: E - chase_point = [point_x, up_y]
: _+ p' I# G8 ]/ ]9 y - reversed_chase_point = [point_x, point_y] j9 M. X3 h6 ~2 p" E' `5 D
- reach_point = true; break3 N5 `+ A' U" U3 s
- elsif sheet[point_x, down_y] == path_step
, n3 v8 k" k/ X+ `, Z - chase_path.push(2)
8 C1 B0 |! ^# N - chase_point = [point_x, down_y]
: o! s' V% p% a, l% }" d - reversed_chase_point = [point_x, point_y]
& I( y/ X+ }2 g) F' j0 L; e - reach_point = true; break
# Q; o/ ?) ], j! l2 Q: c' P% p - end
/ q7 Q% [% D7 v, d1 L4 w! t+ k - # 以需要抵达该点的步数填充路径表格 #
6 N2 a5 {$ r- P# D+ `% [ - if sheet[left_x, point_y] == 0 &&
5 ?; E3 h' D& B [9 H - $game_map.boat_passable(left_x, point_y) &&6 h. C3 @) d) L0 x4 P
- !collide_with_events(left_x, point_y) &&
9 V f6 l2 \# ^7 G6 r. J# g - !collide_with_vehicles(left_x, point_y) #judge_end' x& B+ `. x. j7 s1 n8 ^: ?
- sheet[left_x, point_y] = step
. T. ~# H5 C9 N5 G% A. C+ b - draw_path = true* o$ L; ^, Y! ^4 s/ g; E0 [* J
- new_start_points.push(left_x, point_y)
: ~0 f' W. n% F! U8 i+ s - end6 ?; `- U# I Z0 e/ J+ |7 T7 A5 Y
- if sheet[right_x, point_y] == 0 &&" s" f/ B" e- h; \
- $game_map.boat_passable(right_x, point_y) &&
" V* S6 ~3 _" H \2 d9 K8 B - !collide_with_events(right_x, point_y) &&
8 O% P2 E8 i/ b6 r0 B - !collide_with_vehicles(right_x, point_y) #judge_end' n. k: ~5 y- t v7 W! X
- sheet[right_x, point_y] = step5 H5 ~9 J! D7 b/ }- `
- draw_path = true
: ]% \) W# N% B6 ^; n3 w - new_start_points.push(right_x, point_y), o+ h/ I0 N# j0 w0 a2 f5 I2 a
- end/ Q9 h/ I0 q1 o, e( |1 l$ i. X
- if sheet[point_x, up_y] == 0 &&
! l* q0 o7 r1 M2 Q5 q3 Z$ u* R - $game_map.boat_passable(point_x, up_y) &&
) j8 {( t( o) C2 V - !collide_with_events(point_x, up_y) &&: O1 X' z/ k, m) f+ E3 W, i' x* h
- !collide_with_vehicles(point_x, up_y) #judge_end; o% O5 p' @7 J- ?" y" s
- sheet[point_x, up_y] = step
( U, W/ y) O2 Y9 T - draw_path = true
) g. s3 Z/ z* g( i - new_start_points.push(point_x, up_y)
# Q* c R' v2 s' e& W' K$ T - end3 T5 W2 T. Q" _$ s" r
- if sheet[point_x, down_y] == 0 &&2 m; S8 G& a) T8 S+ f
- $game_map.boat_passable(point_x, down_y) &&
: ?# {" U7 C! b+ j6 k/ D( N! D1 Y - !collide_with_events(point_x, down_y) &&
' i" A1 E8 S6 d; O7 E J - !collide_with_vehicles(point_x, down_y) #judge_end3 w. d* |* B. P1 F1 ?) R! I8 L5 G
- sheet[point_x, down_y] = step
) E9 ~, w3 z) L5 C - draw_path = true5 @! b$ k- h- B5 ~0 E& ?7 M) ^
- new_start_points.push(point_x, down_y)2 g' e. r( t j7 C" e' t* `6 O, q( y6 l
- end' b2 _8 y% G+ h: n, D& ]; f
- end#endOfLoop2
* Y7 ?- I& R5 ]! g2 f$ r9 @" k - break if !draw_path reach_point0 k9 a {3 {0 q
- draw_path = false# R$ `' v: |5 I2 X# }) M3 n6 k
- check_points = new_end_points
* @; {: ?! ?, p' E - new_end_points = []. r4 k# e/ } e! c; P2 I5 r. K
- step += 1
& b6 n: \9 f v" c" i& d2 s# c - break if step KsOfSionBreak_Steps &&+ m( j( k. B. k* e* g; P: |6 M# {
- !Input.press(KsOfSionFind_Path_Key)+ |/ R2 X! G. P7 L3 m
- loop do #loop3 从终点开始反向填充8 f) w& y6 ^. V/ n0 t2 ~7 \; u
- point_x = check_points.shift
, p4 x; E/ l. s( z - break if point_x == nil
1 O+ t+ K: p" r6 [# O+ |! q - point_y = check_points.shift
1 j' y( @3 H, H' N, o - left_x = $game_map.round_x(point_x - 1)
* @$ [( U# l3 m* l& M/ u - right_x = $game_map.round_x(point_x + 1)
) w1 E1 X; `! R \( S - up_y = $game_map.round_y(point_y - 1)! M/ R/ x, v' v A. u
- down_y = $game_map.round_y(point_y + 1)' x' [; {& z7 `: o
- # 判断路径是否连通
7 h [% L. c: A6 e9 k5 y C - path_step = step - 13 ^3 S) g0 J9 w0 L
- if sheet[left_x, point_y] == path_step, Q4 u; z( b0 \! z2 l* s) K
- chase_path.push(6)- u8 g/ u. X4 [0 ]# y; B1 g
- chase_point = [point_x, point_y]
0 I8 |* \; A6 R0 t7 u# h% B - reversed_chase_point = [left_x, point_y]
2 u% e6 j# m. A! m6 Z" T. ` - reach_point = true; break" O. P/ x) L# V$ O+ D
- elsif sheet[right_x, point_y] == path_step" b0 d* u+ u0 F; M
- chase_path.push(4)& L1 q4 b/ u1 G* D; [9 i
- chase_point = [point_x, point_y]
7 a' a: j/ A8 L. R" r2 q - reversed_chase_point = [right_x, point_y] V, |$ j; _, G
- reach_point = true; break+ C9 {$ c! t" |4 b5 B
- elsif sheet[point_x, up_y] == path_step! t+ O" q' _) u d
- chase_path.push(2)
) J @0 h6 C# H% G- M - chase_point = [point_x, point_y]
2 e3 F+ D' V8 K" t. l1 n/ l - reversed_chase_point = [point_x, up_y]
9 R5 b" a, v) Z& R! q - reach_point = true; break
$ C8 d) l. E$ j4 K- M - elsif sheet[point_x, down_y] == path_step
. `& f2 t9 E* R$ R" H - chase_path.push(8); L/ ^ R6 P+ D
- chase_point = [point_x, point_y]
$ Y" F# v. |9 g9 J - reversed_chase_point = [point_x, down_y]
1 L8 j: p9 n: f* Z, p/ R - reach_point = true; break) ]4 u7 l4 r! a! [. j
- end
" |) ]' P# |3 U5 F. C/ I; F - # 以需要抵达该点的步数填充路径表格 #' L. I6 `6 s4 \7 Z4 a. E `
- if sheet[left_x, point_y] == 0 &&
' C7 ?" L" o# g" O4 R5 I - $game_map.boat_passable(left_x, point_y) &&- b l0 n, H5 A+ x1 I; u8 o, m0 t
- !collide_with_events(left_x, point_y) &&7 P/ f! a6 j4 K7 ^' J4 h
- !collide_with_vehicles(left_x, point_y) #judge_end
7 [7 k& c) A' ]* D% |$ z9 |& b/ u - sheet[left_x, point_y] = step8 Q t$ t! e! L4 P5 X1 t/ j; K
- draw_path = true( | V/ M0 t- U) |3 E& ~+ D% m, h: d; `
- new_end_points.push(left_x, point_y): K' e- `+ k7 n( [& L8 P3 S! f7 |$ d
- end# U. D& Q$ H" a! f* z
- if sheet[right_x, point_y] == 0 &&/ s0 B6 Y. e! o9 I) s2 z
- $game_map.boat_passable(right_x, point_y) &&
$ e$ \* }$ l- n9 l, u% U. e: P% s' a, @ - !collide_with_events(right_x, point_y) &&) f/ N' L2 p0 }! L! h
- !collide_with_vehicles(right_x, point_y) #judge_end
* d! P: r. C" A7 Q- ` G - sheet[right_x, point_y] = step
3 a9 F/ Y5 d: ~% a. V - draw_path = true4 @' e. r: Y& r
- new_end_points.push(right_x, point_y) _6 X4 e' E! t& q6 V2 g. x2 s4 z
- end
# S3 i' t; ^* P$ E* b - if sheet[point_x, up_y] == 0 &&
& u5 \% x) z& S9 @; } - $game_map.boat_passable(point_x, up_y) &&
; _6 A9 Z( x8 z) \; C" a - !collide_with_events(point_x, up_y) &&
, v: W+ C; D' c e+ i: ~8 i5 G - !collide_with_vehicles(point_x, up_y) #judge_end
- o h9 g( S5 B" T% y - sheet[point_x, up_y] = step. K2 h9 M6 e) T
- draw_path = true- z3 q4 O# A* R# [
- new_end_points.push(point_x, up_y)
0 i9 s E1 i: F9 i Z O4 J - end. [- c) _# d& T& y+ \8 H
- if sheet[point_x, down_y] == 0 &&
. u6 O% k) I5 O* a3 u& B6 ~ - $game_map.boat_passable(point_x, down_y) &&
$ A, h2 k. V* H4 L0 B - !collide_with_events(point_x, down_y) &&. i' d# S$ U7 K( w( a7 X
- !collide_with_vehicles(point_x, down_y) #judge_end6 M6 `3 n) u) x; u/ l
- sheet[point_x, down_y] = step
/ H# |; O' }$ U' v7 @ `/ m - draw_path = true* m% d% A7 C, F% k
- new_end_points.push(point_x, down_y)
$ t0 _/ U7 t: b; {: q% n; \9 |2 y - end2 E. k% W8 X0 ~, p' ^& ]
- end#endOfLoop3
& q& m% N+ P2 Z- B - break if !draw_path reach_point
/ z9 I3 X1 F6 N - step += 11 Y z a+ @. [
- end #endOfLoop1 路径表格填充完毕+ w' A7 F/ M% j( f
- $mouse_move_sign.transparent = false: K9 ?* o/ @/ \- R5 J
- # 判断指定地点能否抵达
) j+ W7 O5 [" s4 H- L! v - if reach_point, R- S, L6 D4 [
- $mouse_move_sign.direction = 2, p9 e3 l+ k3 l% O
- else' L M: O! G" e" T* \3 ]1 U
- not_reach_point/ Q m, u( B0 W* S' ]
- return
8 n# i& c& a( D" p0 R1 a - end
$ g5 D7 d4 F7 | E - # 根据路径表格绘制最短移动路径(正向)
5 T% M. {) O0 ?0 s: _4 [% q* l- J - steps = step 2 2, u/ B6 B$ `% j$ H+ i
- loop_times = step 23 A8 @7 f8 v) Y+ b. ?& `6 X8 k
- point_x, point_y = chase_point[0], chase_point[1] s7 ^3 j* T% A {' q7 m' T5 V
- for i in 2..loop_times # forLoop0 }& e. N, k+ }' @7 T! c# l
- steps -= 27 a. a( |9 f( g' \# M9 E& y1 x% M
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
0 L6 N; Q2 u- U1 J' L$ F7 E2 c - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps3 `" O/ }3 [6 Q% z6 T$ f( n" B
- chase_path.push(2)0 p# I, x9 G0 S x
- point_y = $game_map.round_y(point_y + 1)7 b( [+ Y7 `8 h |+ B
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
' z1 x/ g% a* _7 q - chase_path.push(8)5 y7 V w% t+ E4 e0 j8 o
- point_y = $game_map.round_y(point_y - 1)
" h2 c( h5 V3 Q* l! o' i% k - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps* B$ }. e# m7 Q j
- chase_path.push(4)
1 T0 q6 Y& z. q1 c - point_x = $game_map.round_x(point_x - 1)7 i) z- k/ a8 F: n0 a
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps0 ~; Y$ j( E; R/ o
- chase_path.push(6)3 _) F4 O# y) [; U- ^# a: R, [& ?
- point_x = $game_map.round_x(point_x + 1)
! k# N+ x2 D9 `! |# U - end
8 W) q$ ~+ j3 _6 q6 @* | `6 g9 [ u - else1 m. H" c% |8 g
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
+ m: l* q+ f' l - chase_path.push(4)
' I# w7 a; X( [& L2 Q$ l - point_x = $game_map.round_x(point_x - 1)
( d0 D" k/ V+ u/ i0 {& o - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
# ]! a; k0 S9 i* p/ D9 D$ W - chase_path.push(6)" ~; H9 x1 v, E- n8 a$ [
- point_x = $game_map.round_x(point_x + 1)/ i" y3 t* Y0 g% k+ y4 V, E
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps( z" g. e; q# T+ D
- chase_path.push(2). J( }3 h, O# C% P
- point_y = $game_map.round_y(point_y + 1)3 w+ k+ q$ [% B8 [7 `. c0 G
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
j0 ]0 f6 Z% W# b" P/ e - chase_path.push(8)" i$ [$ O! V* d( ^# O
- point_y = $game_map.round_y(point_y - 1)+ [; W' y) i, R) {( J
- end1 M+ A, e+ I" v* m
- end3 L! T) D' D1 C8 B- Q4 t
- end #endOfForLoop
8 B: ^% F8 v) u - # 如果指定点无法抵达或者登陆, ]5 o9 l) }3 f
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
: R7 m2 W: j0 [. j: W D0 r/ b - # 根据路径表格绘制最短移动路径(反向)
1 l5 h+ @8 t f: R, ]2 S - steps = step 2 2 + 1
o$ u5 T. c R: Y - loop_times = step 2# z( C& ^- l# R8 `
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]9 x9 B$ g3 b/ x" @; |2 \5 u7 c7 x# y
- for i in 1..loop_times # forLoop
) A; l0 X% P; P4 T8 L% t5 N* L - steps -= 21 M4 S7 S6 p! N$ ] ^
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs! v O& g* h% V
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps+ l. x- x$ A1 t+ B, U+ A2 G* O
- reversed_chase_path.push(6)' A" d3 ~1 X" g/ W
- point_x = $game_map.round_x(point_x - 1)
' ^7 C7 ?- [# g - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps2 i3 E% ^4 j: c+ i
- reversed_chase_path.push(4)
! o' k8 M: r5 }# X( m - point_x = $game_map.round_x(point_x + 1)- o) I' Y* v& G0 I# h( r' N2 j
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" n! N Z; F! e }* s% N3 H7 D - reversed_chase_path.push(8)
# U: l6 q4 A! a0 x4 O1 l( J7 _* b H - point_y = $game_map.round_y(point_y + 1)
, z7 C! N+ w" X& K( y3 ? - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps2 X" D* h6 R- W% K/ J
- reversed_chase_path.push(2)
( ?/ j5 X0 V$ R% C+ U5 P+ ~# \# a* { - point_y = $game_map.round_y(point_y - 1)
! P2 J! O4 `% D: U+ o/ m - end
8 L G- J# x' H: f5 W& e f9 b5 @ - else
7 ^9 E% X; ^/ t, n+ h5 y - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
, q0 N& ^8 P; Q9 L4 } - reversed_chase_path.push(8)1 x: F: L! T3 `8 U" M: G& o
- point_y = $game_map.round_y(point_y + 1)
3 o+ U% t) f/ V9 j, G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps& U3 |' g. g4 a+ n
- reversed_chase_path.push(2)' v1 A: m9 A) e. O( Q- m8 d
- point_y = $game_map.round_y(point_y - 1)
; q4 ?. F- p! }* m& V& t7 \; c - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps0 ~& T7 b0 ^9 n0 M( u# A I2 S
- reversed_chase_path.push(6)
6 ~9 b; X& P7 q9 |4 ^ o - point_x = $game_map.round_x(point_x - 1)
* v# Z+ Z1 E# [" }- ? - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps7 {# U* F8 i4 w3 C
- reversed_chase_path.push(4)
1 _+ k- I: z2 _, Y F* Z: W! | - point_x = $game_map.round_x(point_x + 1)
$ A* U6 W% |/ E" k7 e6 u - end
! w& ?; V. B# u3 o0 | - end& M8 g0 @' s: b. @+ N
- end #endOfForLoop) t, |; {- Y$ L6 ?1 Q
- @mouse_move_path = reversed_chase_path.reverse + chase_path$ K1 n, D* ^1 ~& Q9 c( Y8 K3 Y
- end#boat' o& M- m$ n# l7 j; k: F i
- #--------------------------------------------------------------------------
% \' T; k' q0 c! Z - # ● 绘制ship的移动路径 @array[move_directions...]
0 r$ a2 q' R; ?0 Z - #--------------------------------------------------------------------------
2 E _: @ y9 V/ h2 b - def draw_ship_path
- |# G1 [3 R1 J, m5 x6 E' } - # 准备绘制路径表格) N: l0 l/ z+ ~: J
- sheet = Table.new($game_map.width, $game_map.height)
, J8 S! }5 A- S' T, B: h - reversed_chase_path = []; chase_path = []# C% u U# R9 M# d
- reversed_chase_point = []; chase_point = []
3 t6 h6 y* G1 S- [; A4 e9 g - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
- p4 B; m. r4 y/ U2 O) { q; ^ - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2- ?8 N; Y$ [1 B
- reach_point = false
" o2 R( f4 e/ D- ]4 d0 M - step = 3
: ^# S' g4 ?+ z% V R9 v - loop do #loop1 开始填充表格2 F O I5 [( \) v& ]
- draw_path = false+ F+ p0 _5 @% e
- check_points = new_start_points
2 J8 Q" e; @) L - new_start_points = []/ ]! j3 K6 Z! K
- loop do #loop2 从起点开始正向填充5 f" d% e. C* D+ G
- point_x = check_points.shift6 K7 y$ M& s5 D( p% U
- break if point_x == nil
' S7 n% L# z5 C9 F6 ? - point_y = check_points.shift, a. ]1 @4 e! x3 |8 @$ S" N
- left_x = $game_map.round_x(point_x - 1)
. W$ M! v) B( p& j# R - right_x = $game_map.round_x(point_x + 1): U b& e# n+ o- r
- up_y = $game_map.round_y(point_y - 1): h1 C8 h6 N! s- Y
- down_y = $game_map.round_y(point_y + 1)
0 M3 y$ K- i+ f P9 u - # 判断路径是否连通
; k- h }0 |( } - path_step = step - 10 |, h/ r( e7 \/ j5 t& s5 l# m, N( J
- if sheet[left_x, point_y] == path_step
1 d) L+ E" \ _* R/ U - chase_path.push(4)1 ?( }% X4 Q. k% W' F9 k3 [: W
- chase_point = [left_x, point_y]
8 Q3 x( q7 Q; ?. O- ?7 j: T3 h - reversed_chase_point = [point_x, point_y]
- @# e: c* d% B! e2 U - reach_point = true; break$ `: a& J: h% j/ n1 {
- elsif sheet[right_x, point_y] == path_step/ l5 a' ]& ?' ~( M0 t
- chase_path.push(6)
4 v# c, G/ o) `$ | - chase_point = [right_x, point_y]
3 _5 r6 u# |5 {/ I( L) {* E8 e# K - reversed_chase_point = [point_x, point_y]
) b$ R* ]9 t4 g - reach_point = true; break
8 D0 s4 y1 x+ ^5 n, j v3 P - elsif sheet[point_x, up_y] == path_step+ g' J9 `' z% f( Q
- chase_path.push(8)
! D$ r! \5 R7 M) {" B8 H - chase_point = [point_x, up_y]8 {( l$ p8 s4 u. b7 Z0 ?- Q3 U
- reversed_chase_point = [point_x, point_y]
- ]: ]) Q8 `# z6 T - reach_point = true; break% c7 E5 Y. E( R3 f+ F+ S, A; [
- elsif sheet[point_x, down_y] == path_step3 x o' I3 q$ [- q; P
- chase_path.push(2)
8 e" m) ?7 m4 Y8 W0 E! ~ - chase_point = [point_x, down_y]* i ]# k. K7 e+ q
- reversed_chase_point = [point_x, point_y]
3 i% {. |% h9 N% y$ w7 U; ` - reach_point = true; break
* P3 H- }5 t5 N, s+ q: c. I - end
3 p5 ~! O" }7 s) d; g - # 以需要抵达该点的步数填充路径表格 #
! m7 W: w: C/ E: n1 E" G - if sheet[left_x, point_y] == 0 &&! r1 R ?- T, ~, S- w% X8 [
- $game_map.ship_passable(left_x, point_y) &&
3 o" I4 g! |0 M- `$ {. n# w q - !collide_with_events(left_x, point_y) &&
& T, b# T5 i( b' u; | - !collide_with_vehicles(left_x, point_y) #judge_end
# {( A' s6 M) r2 C - sheet[left_x, point_y] = step/ ~7 Q; `# [% M- I1 T
- draw_path = true
3 B$ e; C5 y3 U0 [" u6 d) @/ D - new_start_points.push(left_x, point_y), U$ ~7 d; I" d! _
- end
+ B! w. `8 R/ _2 j - if sheet[right_x, point_y] == 0 &&
7 u: Q! w5 `# C5 p4 K: p - $game_map.ship_passable(right_x, point_y) &&
; t" m2 q2 d ~5 x! o2 Z - !collide_with_events(right_x, point_y) &&
! L% d8 ?) {& w6 E' o, u6 n - !collide_with_vehicles(right_x, point_y) #judge_end5 A1 D! L! k) C- e3 [* Y! U; p' l+ j, i! W
- sheet[right_x, point_y] = step5 S$ k% z/ ^5 t% q' X
- draw_path = true
; d. f9 S2 d9 ~ - new_start_points.push(right_x, point_y)& S) h8 `, O* [) W- \: x5 S! M
- end
0 z5 u. j9 Y3 e- n& s - if sheet[point_x, up_y] == 0 &&0 i) c" Y/ L# \- j) B! l& I$ `
- $game_map.ship_passable(point_x, up_y) &&
" U7 R* g2 w/ y* y- X# L0 _# m - !collide_with_events(point_x, up_y) &&
. b) n2 \! d$ k2 r: B! @3 ^ - !collide_with_vehicles(point_x, up_y) #judge_end5 Y/ j4 ]: c2 h V6 p$ ^. R' B
- sheet[point_x, up_y] = step2 C3 v/ z' S, V9 w# _
- draw_path = true+ b4 t# Z5 \) W9 X' B t
- new_start_points.push(point_x, up_y)3 N; X& L1 ?/ }% _$ v
- end
! {' H+ J: S& v3 z0 c9 W, {7 I - if sheet[point_x, down_y] == 0 &&
* v$ o5 F5 E0 X' @9 f - $game_map.ship_passable(point_x, down_y) &&7 f1 v8 ~; F! k+ ]' B
- !collide_with_events(point_x, down_y) &&% p4 h/ T; Y2 Z1 L% m7 Q/ A
- !collide_with_vehicles(point_x, down_y) #judge_end7 h" Q; p2 ]! ^2 v9 p
- sheet[point_x, down_y] = step
% l1 C# [ ]3 s: n8 d) p9 h - draw_path = true
. D! ?4 H. }7 ]( B3 z. @5 C( ]+ m( O - new_start_points.push(point_x, down_y)3 Y. ?; J) u# v3 V) b* q+ b
- end1 H( l+ s+ j. \, q
- end#endOfLoop2
! ~- b m9 q7 H. S - break if !draw_path reach_point
/ @! W- W! Y* q9 e+ w# d ? - draw_path = false
$ W' x$ `8 Y7 h, P6 X' V( ]8 v - check_points = new_end_points+ I% f7 g& s9 _3 ^2 V
- new_end_points = []3 ^! @2 e6 i/ W! P" {
- step += 1
6 ^) V) w0 `+ ^ k9 i8 i5 u3 I8 I - break if step KsOfSionBreak_Steps &&
$ t) _$ H7 F+ `/ p# s6 Z8 e - !Input.press(KsOfSionFind_Path_Key)
% F ]. w2 o+ |. { - loop do #loop3 从终点开始反向填充1 U( @$ O, ] u5 N9 G" U
- point_x = check_points.shift4 ^+ @( p! j0 D8 `' R& _
- break if point_x == nil E# F; J% f( y3 y( l+ c
- point_y = check_points.shift# P" ?+ E6 _8 O+ Q
- left_x = $game_map.round_x(point_x - 1)
: b' n8 z# d( W5 S0 x8 @ - right_x = $game_map.round_x(point_x + 1)
0 i! V) _5 K8 Y" T& u% X& W/ K - up_y = $game_map.round_y(point_y - 1)
1 K& t- H4 I% z - down_y = $game_map.round_y(point_y + 1)
' ]' t& g3 d$ f0 f - # 判断路径是否连通# C' T% K8 O9 }5 p& ^. V
- path_step = step - 1
* ?( ~' c$ k7 c# O& K* B p - if sheet[left_x, point_y] == path_step9 R' `& ~, U9 ^ Y4 Z" m& T
- chase_path.push(6)
/ v! _& ~4 o6 q; r/ s! a - chase_point = [point_x, point_y]
4 F* C; l* q& j - reversed_chase_point = [left_x, point_y]
8 k, X4 {3 s, E6 E - reach_point = true; break( j$ G$ D* K) h2 D! T/ W8 K
- elsif sheet[right_x, point_y] == path_step
" S8 p4 l/ b' H9 f3 D - chase_path.push(4)4 k! F, x$ |& z, Z' s* x
- chase_point = [point_x, point_y]% f9 u- y" A. I% t
- reversed_chase_point = [right_x, point_y]
% `6 I A K0 U. S! A - reach_point = true; break
' K8 U; _6 R. o- a1 | - elsif sheet[point_x, up_y] == path_step$ [' c/ u- I6 P" z! t7 Q
- chase_path.push(2)
. z+ n$ T$ y% v! G8 Y5 t - chase_point = [point_x, point_y]
' W1 a9 V6 L' `% W" |: o6 S - reversed_chase_point = [point_x, up_y]
* F8 M, h4 P) g; K# G5 {. y/ N( P6 M - reach_point = true; break
7 b: H/ h4 w! b! J& Z - elsif sheet[point_x, down_y] == path_step- c6 ]" l2 R+ Q+ S
- chase_path.push(8)
; k5 N- j3 z6 l% V - chase_point = [point_x, point_y]8 P ^' f8 T3 H8 e2 {& v! E: |
- reversed_chase_point = [point_x, down_y]" E+ d- ]. g: B+ s
- reach_point = true; break- |4 @, J( v( b) l" W* P$ f$ h
- end
. Z3 Y4 V* J7 q# K, F3 A5 E b - # 以需要抵达该点的步数填充路径表格 #
8 c d( }+ m, q; p4 U, A7 c - if sheet[left_x, point_y] == 0 &&; Q* l/ f5 F9 _& V, V3 U9 `
- $game_map.ship_passable(left_x, point_y) &&
- a2 G- ^) z) x# D% ~2 o - !collide_with_events(left_x, point_y) &&
" M( k0 K J% F8 ]: j; [# x - !collide_with_vehicles(left_x, point_y) #judge_end: a, Q. b6 ^* p! r6 m1 |
- sheet[left_x, point_y] = step
# d! j1 D( W- A, a% Y- U: ] - draw_path = true' G! R+ K5 S& B% Y, e2 f
- new_end_points.push(left_x, point_y)/ W9 ?4 j2 |) p. S3 v# {* ?
- end
) `2 F. y3 e5 G0 b! f, _) B* S. j - if sheet[right_x, point_y] == 0 &&
( N/ x& `$ b9 g; P - $game_map.ship_passable(right_x, point_y) &&: |6 _4 P3 ]. V0 Q$ O0 ]6 I
- !collide_with_events(right_x, point_y) &&! A6 L: k; g" F0 T) Y
- !collide_with_vehicles(right_x, point_y) #judge_end
! N" ^; J8 S8 E R+ G - sheet[right_x, point_y] = step- P. f3 @# N7 ^. ]; S
- draw_path = true
, J8 T% j0 i3 S# d0 }9 } - new_end_points.push(right_x, point_y)
; H* E0 b+ w" S7 n - end
; X5 s0 ]) ]6 r- A - if sheet[point_x, up_y] == 0 &&) \: Y" Y& a0 j; p
- $game_map.ship_passable(point_x, up_y) &&
2 ~# e% Y# P+ {# D: K - !collide_with_events(point_x, up_y) &&
( K! v- e6 d4 ?6 d4 ]+ i - !collide_with_vehicles(point_x, up_y) #judge_end' E- ~! A* N% n2 `8 q
- sheet[point_x, up_y] = step; H. J/ |/ l1 v! t
- draw_path = true/ O3 y1 F+ f6 ^9 N
- new_end_points.push(point_x, up_y)
8 w$ Z4 l" y+ J8 E# z - end
% g' I( d/ r" K8 B - if sheet[point_x, down_y] == 0 &&) r) T5 Y, t& {4 T) d
- $game_map.ship_passable(point_x, down_y) &&
" ^7 L6 l, I1 W ^ - !collide_with_events(point_x, down_y) &&
& J; K6 B$ i: g9 G - !collide_with_vehicles(point_x, down_y) #judge_end
; N b2 b' ~7 n% c1 P) |* O - sheet[point_x, down_y] = step
3 x+ @( J1 O* `' d) W - draw_path = true
3 j6 C5 N6 D4 K+ O - new_end_points.push(point_x, down_y)" B: ~( D9 K, D0 E, I
- end
4 C% Q# H0 R" J5 p2 I. ] - end#endOfLoop3
K8 z! [- @; x( Y, m1 W$ r# T - break if !draw_path reach_point
" @, j d& X% L5 g+ L - step += 1
) W( W+ h4 Y9 O) t7 b - end #endOfLoop1 路径表格填充完毕
1 X% W B2 S! Q N. E/ Z% j7 h - $mouse_move_sign.transparent = false3 S4 X; g9 ~( E9 i
- # 判断指定地点能否抵达
4 N; B- N7 z* k+ E$ N - if reach_point* u; C C+ E) j1 Y
- $mouse_move_sign.direction = 2. O( R% B" c, V/ {$ E" u$ Y5 q6 R
- else& S2 B7 i- H, K |
- not_reach_point" S/ i2 o7 v& v0 c$ S
- return
( s C/ o* O. [8 _" l2 x* H - end6 J3 h' H- \" E1 c( J
- # 根据路径表格绘制最短移动路径(正向)
, q- u0 d+ I. ? b - steps = step 2 29 _; s1 Y c- {1 p' T* Y
- loop_times = step 28 ~# {+ U: V! z. N
- point_x, point_y = chase_point[0], chase_point[1]
3 K: w# n3 S; q! h - for i in 2..loop_times # forLoop4 G/ U8 w) Z ~; p
- steps -= 2/ q3 _/ N& Z) Z* ~
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
9 I* ]: _ y8 w' y$ E - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
) L' I# N: H* Y+ J - chase_path.push(2)
. N- Y& D. F9 f+ C* p' k - point_y = $game_map.round_y(point_y + 1)! K5 Q$ m/ b* O3 T
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
' q/ e1 F9 z% g. R( l; z - chase_path.push(8)
6 E u6 |2 p7 W) M8 w - point_y = $game_map.round_y(point_y - 1)* @) O+ f6 p# m+ M( }- K
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
, y4 j6 a5 d1 F/ O$ F" j; s8 V+ ]( e& { - chase_path.push(4)
) c" u2 s, {& r4 L - point_x = $game_map.round_x(point_x - 1)0 b+ h/ W# J0 X4 J3 n! d4 ~
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps \7 E7 I: X+ {1 W, Q
- chase_path.push(6)
- e# b7 f( Y$ ~7 O - point_x = $game_map.round_x(point_x + 1)5 h: ]4 n, ^: U, [1 D0 D
- end& ]4 M0 o- G6 S# d6 l5 y' I4 A2 j
- else% r; X3 A3 L/ P8 }2 d9 Y0 `% E- D
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
# a# t8 v6 A( m, ]. g0 j - chase_path.push(4)/ v, T! @8 h+ t* p
- point_x = $game_map.round_x(point_x - 1)
2 N5 Z: R+ U1 x# y( C$ j' g - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 u9 A( N% Y" B" V0 ]
- chase_path.push(6)" f2 d/ U" z9 U# ^- V: D0 l$ y$ o
- point_x = $game_map.round_x(point_x + 1)
6 I# g. d9 a$ C+ K, Z% B - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps% ^8 G& Z6 z( z4 t: T
- chase_path.push(2)
1 c I2 ] d& W - point_y = $game_map.round_y(point_y + 1)) |7 w' |) f1 L: D
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
j, t( C; A% t- N- T, Z$ w- u - chase_path.push(8)) u. D$ J* H! l W a
- point_y = $game_map.round_y(point_y - 1)
# `) ]. K. D4 L1 v1 Q, n7 i! z* M; c - end
. [4 g' s) @" O9 m" F - end8 [. E i/ Y, z2 m; J* i
- end #endOfForLoop/ }. J$ Z) c) N! x& Q
- # 如果指定点无法抵达或者登陆
3 u6 h* B" l$ N1 }; {0 ^ z - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
+ q3 d! E! K# B2 F1 M - # 根据路径表格绘制最短移动路径(反向)
4 w, v2 ]7 i1 F, i - steps = step 2 2 + 1
& H9 H6 o8 j L - loop_times = step 2$ z" C9 x3 V3 ^; h
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
) F2 Z3 c3 }# v - for i in 1..loop_times # forLoop
' y7 N1 g6 r2 g! k - steps -= 2* z ]0 ^ K6 _9 B
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
. l1 H3 h9 e- r j7 t' n - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
) Y2 n) s/ M9 [1 h - reversed_chase_path.push(6)% `& D W4 h) |: d) ], M6 m2 w
- point_x = $game_map.round_x(point_x - 1)
& M* z8 X3 f9 y3 w# Q - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
- h2 T$ }# |. N1 o7 V+ ?4 p: z1 \ ? - reversed_chase_path.push(4)! Y( c/ A0 K) N' n. W# z
- point_x = $game_map.round_x(point_x + 1)1 b [" H5 p6 e; n, V! e( u
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
0 h) w; h. D$ u/ E4 y - reversed_chase_path.push(8)7 c, V4 n' I* L! @5 T) D
- point_y = $game_map.round_y(point_y + 1)) ~& @0 M' Z0 x4 c4 p
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps+ d) m, Y/ F$ v! k! C
- reversed_chase_path.push(2)
5 M& L1 O8 c5 o2 n+ o - point_y = $game_map.round_y(point_y - 1)
* X2 I" o+ f/ ^+ H+ }+ n, E# v - end
! @/ o# |0 J6 {1 Y! ^ - else4 N0 X" p- k* ~/ |6 W) o
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps5 a- |; B6 e% U! ]7 o: \1 R
- reversed_chase_path.push(8)% A% Q# i! x1 {* C5 |$ L
- point_y = $game_map.round_y(point_y + 1)
+ s8 ^1 \/ \( N" C @( x5 N - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
[# W9 `- o' x; r7 z4 | - reversed_chase_path.push(2)/ d$ |5 l. H' d& {# h# T5 ~
- point_y = $game_map.round_y(point_y - 1); }" P7 k# r& R& s/ \5 l- y
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
) B" ]* Z) i! Y" u7 m$ e - reversed_chase_path.push(6)
/ B7 d+ p! s* c9 p* Z1 ~2 }; R. C - point_x = $game_map.round_x(point_x - 1)0 p8 u: [! v. Q! \5 t. T
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps& Z. t2 W; o, D* R @: {6 k
- reversed_chase_path.push(4), ?. r2 P( b, X
- point_x = $game_map.round_x(point_x + 1)
6 a+ O* Q) c+ S. d! h1 N - end$ A: |1 |, s/ I$ V* o% n* u2 a# f
- end2 C: Q* P/ O1 g7 h& q4 M
- end #endOfForLoop
3 {$ A6 j' O5 s - @mouse_move_path = reversed_chase_path.reverse + chase_path
# M8 C# t% v* N9 V3 B7 z - end#ship! h" k! B, i1 `# s
- #--------------------------------------------------------------------------+ k4 q# V. @& ^6 z4 [# b
- # ● 绘制airship的移动路径 @array[move_directions...]4 i" D7 t/ l, J/ i
- #--------------------------------------------------------------------------
' x+ o# p) _1 |- d - def draw_air_path8 [, x) d$ J9 ~9 S3 o4 ^3 q
- $mouse_move_sign.transparent = false
, K5 |* \5 N C& H: a2 @ - # 准备绘制路径表格
; W7 b. u/ S: M3 h n2 q - sheet = Table.new($game_map.width, $game_map.height)
2 y$ J( F7 V E3 N: ? { - new_check_point = [x, y]; sheet[x, y] = 1( O$ M2 d, E6 t( }/ r
- reach_point = false; step = 2
' s. c5 `7 ?5 |( P) i! ` - loop do #loop1/ m5 |$ \) t8 S4 _0 L" [
- check_point = new_check_point
3 v: T0 C4 n$ _2 c0 C; v# A# u. f - new_check_point = []2 e, Q X, G$ s+ e) v
- loop do #loop2 j1 a) f+ o6 S0 A) G/ T
- point_x = check_point.shift1 S& ^: Z; W5 [ d
- break if point_x == nil4 o+ S7 p: E6 h5 s
- point_y = check_point.shift: ~# O% S6 o9 y [1 v, b
- if point_x == @moveto_x && point_y == @moveto_y: t& B, f; r9 f6 J- N" ]5 T0 @
- reach_point = true; break
8 _# H1 K; d) P+ u1 C8 \, N - end
2 n; H& N2 a/ P# n - left_x = $game_map.round_x(point_x - 1)9 b, ~. P! [: k. f# ?4 v& R
- right_x = $game_map.round_x(point_x + 1)6 l& U$ j$ G' w$ S6 e
- up_y = $game_map.round_y(point_y - 1)
2 h. @5 x6 P7 U - down_y = $game_map.round_y(point_y + 1) % v. a p7 \" z$ d
- # 以需要抵达该点的步数填充路径表格 #
: C0 B8 o9 z6 [3 u - if sheet[left_x, point_y] == 0 A, F2 R$ y% i& _5 _! n
- sheet[left_x, point_y] = step
5 r% o. T$ U9 C& t - new_check_point.push(left_x, point_y)
! g& ~8 c1 W. v- p6 D h/ j - end1 g6 |2 p/ s( a
- if sheet[right_x, point_y] == 0
9 U+ V) }: p9 V/ A: M/ @3 n - sheet[right_x, point_y] = step
: h* H: S. {5 m P, e- E, y9 p5 Y( u - new_check_point.push(right_x, point_y)- [8 E Z$ N6 O5 U# e
- end
% E" B* T- [" `- B6 v - if sheet[point_x, up_y] == 0
, d* |5 q- H4 x - sheet[point_x, up_y] = step
. ]0 ]3 K5 O5 {1 l# p# H5 f7 p - new_check_point.push(point_x, up_y)6 L% e% n* C& `8 @4 A
- end7 n/ c+ m6 i1 {; y+ g
- if sheet[point_x, down_y] == 0& v, I- `" `5 }9 \
- sheet[point_x, down_y] = step
* u7 f# c# T* Q0 j - new_check_point.push(point_x, down_y)
6 V4 j! X7 D0 Y6 P4 _# K - end7 N) b" Y. V9 ^+ E! O& y
- end#endOfLoop2* l9 ], G3 e4 L7 E
- break if reach_point% J, m4 J, H4 O) T, y S
- step += 1
; e8 m: K3 S. h! l$ G3 E6 n- d - end #endOfLoop1: _) ?7 X4 g& c4 X9 c% ~9 X
- # 根据路径表格绘制最短移动路径 #' V7 R! T* E" n# Z& r
- reversed_chase_path = []; step -= 1
`$ d: x- r& h3 Q8 |. O! k - point_x, point_y = @moveto_x, @moveto_y1 T# S0 Y* t- x+ n( j5 P
- for i in 2..step I( L, r! Y& Q' L7 Q" T3 Z
- step -= 1 \9 b3 c; l' e; V' n- ^
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs+ k% F1 Y( o- u1 E
- if sheet[$game_map.round_x(point_x - 1), point_y] == step8 ~+ u. {3 y8 c {5 N% H: x; C$ j+ w( M
- reversed_chase_path.push(6)4 j. t* i: s/ V m, }) B* F
- point_x = $game_map.round_x(point_x - 1)2 Q# c- c/ i1 G+ a% G% }
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
4 c9 p* p4 s" i& Q) V, U4 x - reversed_chase_path.push(4)
: ?$ o8 s. S- G; k( h, X8 h( V8 g$ J - point_x = $game_map.round_x(point_x + 1)
9 E: u# i: h" _ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
+ t. V$ F! R. ~+ V% \& H - reversed_chase_path.push(8)
$ H% u1 T: U2 y. b5 A' @( g$ a - point_y = $game_map.round_y(point_y + 1)
" ?2 d, t- i2 |8 u) x5 G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step: v G$ f9 y* r
- reversed_chase_path.push(2)& O9 R# i2 L! b5 v# y- w' [6 K1 \
- point_y = $game_map.round_y(point_y - 1)
}' H, G1 E) M1 D1 y - end
3 V2 X! ^# ~! w1 F4 n - else4 [2 ~. ^: r8 O" ?! i1 ?# u+ [
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step
" P5 }$ C: ?9 l2 V - reversed_chase_path.push(8)
* V( m; z) q$ o- d$ u$ } - point_y = $game_map.round_y(point_y + 1)9 m- D" D. d$ S( w
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
% T: g, M5 K, ~6 g! ~ - reversed_chase_path.push(2)
# l' [ b( b- p; f# A( i - point_y = $game_map.round_y(point_y - 1)
7 e- ]) K. O: }6 s - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
& F; B0 [- \0 p o. t6 R - reversed_chase_path.push(6)
4 B$ h4 }( u& c2 _8 J - point_x = $game_map.round_x(point_x - 1)
1 I+ T+ i5 J6 J# h. {* Q - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step: x M- L' {5 M, C
- reversed_chase_path.push(4)1 f& W( S5 [3 z$ A
- point_x = $game_map.round_x(point_x + 1)
, N9 n$ q& k1 x- Z; Z - end
& r2 h+ s v* Z% |; k9 t2 h - end
) ^' H2 \! \: {( |1 F+ k8 ^ - end #endOfForLoop " y/ m T, k; Y
- @mouse_move_path = reversed_chase_path.reverse' b9 ]1 {7 @$ x0 k" A- A
- end#airship
d: ?( I2 Z/ ~/ R2 P: u - #--------------------------------------------------------------------------
% v( d! D9 F; N9 \ - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部8 ]3 E1 E; {' K$ x
- #--------------------------------------------------------------------------
5 H# P% X5 y# X. z7 b% l - def not_reach_point
; b* u7 Z$ ]0 D& C. | B/ M - $mouse_move_sign.direction = 4
' P+ o# a5 a1 i5 i - dx = 0; dy = 0; dir = 00 v2 w3 n0 N% J+ Z5 {# m) ]
- if @moveto_x - x 03 h4 G# g) h: P3 v4 G C5 w
- if @moveto_x - x $game_map.width - @moveto_x + x &&- i' w+ R. p, x2 w$ O1 Z" o7 s6 H- {' @
- $game_map.loop_vertical0 \7 N# u1 A( q$ p0 N( l
- dx = $game_map.width - @moveto_x + x; dir = 4
0 F+ |' H' \5 O - else7 n/ B( J4 `- x& w; ?. k& q+ a3 \% C
- dx = @moveto_x - x; dir = 69 K" h+ M: z7 C7 k
- end/ u( P: N4 m/ r7 e2 L, ~( g$ h; S" g
- else
. i: t. R8 V6 U4 F0 X - if x - @moveto_x $game_map.width - x + @moveto_x &&
& q3 C) y( c% r3 }6 c# M3 {( t0 x2 ~ - $game_map.loop_vertical
4 z3 i2 m: Z% E k; I - dx = $game_map.width - x + @moveto_x; dir = 6
9 G3 i& }8 M! s/ z* T - else8 [4 S6 Y. j8 [
- dx = x - @moveto_x; dir = 4
2 R8 [$ w2 R) S. v' Q - end
+ L) `* [' e. K( h+ W) S, l R - end
, x7 ~5 I5 x* U - if @moveto_y - y 0
! S. @0 Q+ d' {2 y0 N- F - if @moveto_y - y $game_map.height - @moveto_y + y &&, L7 a" d( S' x0 Q
- $game_map.loop_horizontal
, X0 C* z# Y7 h1 p* L1 [ - dy = $game_map.height - @moveto_y + y9 C# E4 s7 X0 s0 B
- dir = 8 if dy dx
/ W, c( y0 U$ b; ?& d$ Y - else* q& b( _! J) l
- dy = @moveto_y - y) m6 M# F$ U3 _9 ~
- dir = 2 if dy dx, `9 `4 n) ~" O7 @4 ?
- end
9 _; C9 s1 \- d. P. f - else
9 d% b4 L8 v4 s' `! _ - if y - @moveto_y $game_map.height - y + @moveto_y &&
" ]* h% f( X9 e - $game_map.loop_horizontal
5 B- B. v! G& d" ] - dy = $game_map.height - y + @moveto_y6 U, Z: M0 l7 y" h
- dir = 2 if dy dx 1 l; ]7 ~1 O2 Q% K
- else1 J2 }3 K* x+ J" x# P3 p$ n; W
- dy = y - @moveto_y
- _* t: t; r9 |9 h - dir = 8 if dy dx
5 ]* e! U' V, r/ D: e1 F1 } - end1 b6 Y4 @& t, ]- j7 H5 y" M4 w
- end# B4 C9 s3 |1 R) N7 V, m5 P# |8 q# b
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件8 n: B" S: D0 T) u
- end# c; W# n. y( c% `$ M/ [
- #--------------------------------------------------------------------------
7 z E4 F3 R& ^9 b) ], ` - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制1 W; U8 f% i, b% d: T, C
- #--------------------------------------------------------------------------
0 {5 S1 [+ k" v( k7 G* @ - def landable(x, y, path)
2 L9 O' R* K/ F$ ^ - case @vehicle_type+ g( r) j: |% i
- when ship; return $game_map.ship_passable(x, y) ) q4 A' B$ o( E9 N
- $game_map.passable(x, y, 10 - path[-1])
! A8 q- z! V* h( O. p - when boat; return $game_map.boat_passable(x, y)
, m& c" J, p' L, H y1 A - $game_map.passable(x, y, 10 - path[-1])
/ ?. d {% ~; ^3 I/ r8 R - end
* B' x, M5 c& g' U9 J) d/ } - end' Q8 V8 D5 l5 E
- end2 o6 }7 \. _9 J% A' a& A* n
- q( H1 ?4 n9 R j* x( a9 N; V$ q3 R: e
- #==============================================================================
7 u" t$ f+ w- P" I& B5 d0 U - # ■ Game_Map
3 p' g2 N2 B% J: o* C0 R2 T - #------------------------------------------------------------------------------
$ G7 D( r. k ~( C* s - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
, B3 c* _4 h% m. ^: x, M7 m - # 本类的实例请参考 $game_map 。
) W M3 D$ r1 M1 M1 i - #==============================================================================( a6 u$ @3 E% M8 i& [
- class Game_Map3 L; h2 I9 X9 I( u- t
- #--------------------------------------------------------------------------
. v4 i: [9 S; g6 v( v - # ● 定义实例变量 ? p8 ~9 ?; D h
- #--------------------------------------------------------------------------+ m5 y8 ^, Z$ O& E6 q" N
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
% ^& u* d1 ]' v3 L m" w6 g - attr_reader mouse_map_y # 同上
1 I! W) }$ p5 I, A - #--------------------------------------------------------------------------" w# E9 L( \ `+ `# r
- # ● 初始化对象6 \" L+ ?5 x% Q" |: P+ o' w
- #--------------------------------------------------------------------------/ N" |0 J, q0 ~0 W4 n
- alias sion_mouse_initialize initialize
) B& J% a' ?( U: h - def initialize$ [( U: c1 f+ u$ _- Y
- sion_mouse_initialize) p7 w; E+ B+ [4 f1 A
- creat_move_sign ###
5 M' k9 V- U$ y# H- { - set_constants
1 p3 N+ h( R5 B% r - end; [9 D5 K# m" R
- #--------------------------------------------------------------------------
) v8 Y U% M) I l% ^ - # ● 更新画面
. P5 y; |/ H# G8 R - # main 事件解释器更新的标志
& Q& q! q, e O' E& w - #--------------------------------------------------------------------------
+ @) j& ?7 o. X0 i( A; d" O - alias sion_mouse_update update
0 j( C9 @8 F' {$ X - def update(main = false)4 P" E$ \' }+ w3 r! X( X5 M
- sion_mouse_update(main)
: i3 }' l$ I+ j+ }. h/ m - update_move_sign2 p) O1 Y" ~$ ]
- end, z8 E5 n+ E5 V/ m4 a; Z
- #--------------------------------------------------------------------------
* ?% V- K6 }- e4 e. }) e8 } - # ● 创建显示路径点的事件+ z5 O* G( Y5 F/ b; a8 H# ?
- #--------------------------------------------------------------------------
4 m% ]+ a I- i: D$ p - def creat_move_sign7 H4 K. n2 z5 n; ?
- $mouse_move_sign = Move_Sign.new+ J, _( d- [ b6 q) k8 K. c. q
- end
% V4 @+ b( J- Y - #--------------------------------------------------------------------------6 j { Z9 V, n
- # ● 更新显示路径点的事件* a$ E' k. E& n
- #--------------------------------------------------------------------------6 R; p' r3 n; T: V, ^0 Y
- def set_constants2 a8 H8 ]5 A1 G8 o" F
- @mouse_pos_setted = true- y1 F2 ^ s* n; d
- @set_pos_prepared = false! Z7 X8 z; R/ ?* z4 n7 P
- @mouse_old_x = 0
. B; U. z9 R, L% B0 @) U3 C& w - @mouse_old_y = 0
! T8 ], N4 p' o& x* u6 V7 w - end: R4 v# ?- g( S0 _. r
- #--------------------------------------------------------------------------
( r) X" K; n1 H t, w R0 |2 ~- i - # ● 更新显示路径点的事件% N0 \5 N$ x/ [: V$ D' J1 l
- #-------------------------------------------------------------------------- I: @! o1 Z% c
- def update_move_sign4 Y' l" F* s7 w, g* E6 o: L
- $mouse_move_sign.update
c/ k0 I1 f1 P6 E* @7 R - end
- `; W3 k% t. L y& t" E! Y* H/ d - #--------------------------------------------------------------------------; U+ u9 I1 ~4 l1 ~) `
- # ● 获取鼠标位于的地图块的x、y坐标
+ X9 i4 K* ?1 P# Z9 Z - #--------------------------------------------------------------------------! x5 X( U* o: D$ j2 T- E
- def get_mouse_map_xy
# h) k. a, y j- A - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
0 F! c' {1 @* v: N' a* p4 v1 C - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)+ Z' o9 J4 e' \" R; e
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
, p+ l. N" T6 Y" b' e) _ - end
- D* r/ F; ?3 t, y' S3 g/ w% I' ? - #--------------------------------------------------------------------------- m o8 u0 Q) e7 c5 [& B6 B5 f; W" C
- # ● 返回地图画面时重设鼠标坐标
& e& p9 w( g* y- l - #--------------------------------------------------------------------------
" ^2 q- F/ q8 |; k" K) f$ J - def reset_mouse_pos
5 `! d% U. Y2 s2 i- @5 `5 c7 T# Y - return if @mouse_pos_setted0 _& m1 k* U' M% J4 o) }+ D
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
0 U% {, p3 a2 C- ~- r8 m2 @ - @mouse_pos_setted = true% s" k2 k/ B8 T. W
- @set_pos_prepared = false+ D) X) s6 H/ ~5 H! a
- end8 z; O7 j9 T7 t8 }" F9 w
- #--------------------------------------------------------------------------; {+ k) x6 @8 x6 `5 E1 ^7 M
- # ● 重设鼠标的坐标: f8 c: a4 p* h4 f ]
- #--------------------------------------------------------------------------
" t9 a8 V4 n3 l9 N - def prepare_reset_mouse_pos6 {3 L' t/ z! Q, @# A* j! s9 x
- return if @set_pos_prepared2 _& u! H' f+ V9 a* R/ H2 B+ w
- @mouse_pos_setted = false
) g- ?/ N7 d1 D8 O - @mouse_old_x = Mouse.mouse_x! o( C% m9 s- e. T
- @mouse_old_y = Mouse.mouse_y W7 F7 U8 ^. k2 T
- @set_pos_prepared = true
0 T8 \' F N" s* W! y - end
g* C: g, P6 Z5 A+ U - end- B9 m9 q* a9 ~8 ~* Q; j% z# B$ e' h
- % L3 n2 e7 }$ h
- #==============================================================================
' K: a" H) j. i" Z- B - # ■ Spriteset_Map
' B% P% m& Y6 { - #------------------------------------------------------------------------------4 G P& k* ?& o6 l% W0 ^, d) c9 T: p# U
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
# C4 M2 E" q8 X3 L - #==============================================================================( G# U+ `; R% t6 D, x" d, e
- class Spriteset_Map) p3 i9 d9 H# s, p
- #--------------------------------------------------------------------------6 }2 L+ k c! \% P# W$ `0 S* F
- # ● 生成路径点精灵
# n( i7 f6 X5 s6 \1 Q( Z! ~ - #--------------------------------------------------------------------------' R+ }' O8 W1 A4 ^, ?
- alias sion_mouse_create_characters create_characters
. Z- E) T$ C, Q0 ^ - def create_characters
& k" `% ~2 _; A- e - sion_mouse_create_characters
1 B8 U7 v, H& G n# E, ~) s - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
& |; B4 k1 W! w, w - end
# N& {# z0 F7 M: D! p' p: B - end
2 r* L8 \, ] A/ C# l$ G - _2 u, q$ ~3 \+ t# e
- #==============================================================================
5 _$ A0 L" w. K - # ■ Scene_Map; M7 P/ q. A5 w$ y6 r' O3 a
- #------------------------------------------------------------------------------
! d: ~) f2 Y- t9 W) n C6 u - # 地图画面+ `2 i- m8 \0 t5 n
- #==============================================================================
- s4 P2 U" H7 }4 U5 q - class Scene_Map Scene_Base0 l, T3 O! K% C5 { b) q7 z" ~
- #--------------------------------------------------------------------------! ~3 G W+ L8 A* ] K S# s. G
- # ● 画面更新. i+ E& ^3 C3 Y' X# Z# |/ L: o
- #--------------------------------------------------------------------------+ N1 y$ b3 v# r1 }4 d
- alias sion_mouse_update_scene update_scene) m5 T! x8 b0 k% S! o3 ~/ W
- def update_scene
, g' t* Q* F& f5 j( h - sion_mouse_update_scene
7 t: c. ]* X# E5 w+ a& o) O - update_mouse_action unless scene_changing" ]. q$ q) v4 u& f- ^
- end: q( I8 h3 Q8 B
- #--------------------------------------------------------------------------
1 e9 A) l" Q6 G# `0 U6 g6 z - # ● 场所移动前的处理5 A3 r) e1 R2 f2 ]4 {/ v4 u
- #--------------------------------------------------------------------------
/ T. i# A6 E3 i _2 U - alias sion_mouse_pre_transfer pre_transfer
, P/ d, j% A+ C6 ~- a# H8 I - def pre_transfer
8 U) L+ A) O7 s8 v' Y7 \ - $game_player.reset_move_path
" t& j- F) h0 ~' r' B - sion_mouse_pre_transfer5 q- f0 I* ?# q: f y
- end
( {8 R3 s$ p8 e9 R E0 u$ _ - #--------------------------------------------------------------------------
4 @2 `, q/ r% Z5 C. X - # ● 监听鼠标左键的按下
- ?6 y4 z7 S) A- i! T - #--------------------------------------------------------------------------
! K3 j' ]5 W3 Q; ?0 H - def update_mouse_action
/ v7 P8 {$ ^9 p6 Y- j - $game_player.left_button_action if Mouse.press(0x01)
; M! u7 x4 [# j: x. f - end+ F7 m: b( _/ P; _* v7 Y
- end
9 V/ a2 l, y5 o* X) x3 R - 5 L, |6 `- v1 Z4 L0 f* `6 {; D; s
- #==============================================================================
" `5 g: x b4 F& z - # ■ Scene_File3 j% A# `8 s& Q( V2 ?* x8 w- C3 x
- #------------------------------------------------------------------------------. m, e. ?1 _) m& q
- # 存档画面和读档画面共同的父类' `0 Z* }3 l/ k
- #==============================================================================1 H' t& c0 t" j' e& ?* M7 i
- class Scene_File Scene_MenuBase5 R1 ^4 _2 }+ ?3 N# A
- #--------------------------------------------------------------------------
5 M9 r; Z* X' M. ?8 i - # ● 开始处理8 r/ w. z" H+ [" ^
- #-------------------------------------------------------------------------- I* q: [8 A6 K/ M- x; i
- alias sion_mouse_start start" T0 t6 p w: f1 T
- def start
4 m( b1 R$ j. `1 u5 O( }; M. g" a - sion_mouse_start/ p4 B- R/ U$ ]2 e
- @move_state = 0/ F% ^! J* f2 c" q( F
- set_mouse_pos1 E6 B7 \# i8 N! _' {# P! w
- end
4 H. t$ `7 Q% h7 a2 W/ c! S - #--------------------------------------------------------------------------! `: P" O" R( r. i
- # ● 更新画面
7 ^- ]6 ]% }5 P" P - #--------------------------------------------------------------------------
0 K7 q+ |3 S" z9 H - alias sion_mouse_update update
% _9 ?" G8 ~) z* Z - def update8 a$ g0 Q7 q# ]2 P
- sion_mouse_update" `2 h" S" F1 a7 k
- Input.dir4.zero set_cursor set_mouse_pos% V1 B" d. \4 `6 @, J
- end
$ K8 n4 J9 g( h - #--------------------------------------------------------------------------( k2 a& O% z, b# O6 E% G( J
- # ● 更新光标, c3 _& k- ?; g
- #--------------------------------------------------------------------------/ @ D [* I+ O4 g* s+ a5 ?
- def set_cursor) Q! U0 g. E( D. C j) _$ }
- @move_state += 1
& H2 r) r5 a* j: v0 m5 P5 m8 ? - last_index = @index! `/ G' W; e) s/ f8 ^* ]& V; d
- if mouse_which_window == -2 d/ t2 h `) s
- if (@move_state - 1) % 6 == 0
* w+ `, |2 n7 \2 a - @index = (@index + 1) % item_max if @index item_max - 1
/ q9 M- Q y1 K" [3 V% y - end' L2 ?* m: g& g# l ^) P. S$ m
- elsif mouse_which_window == -1
; Y/ o6 G0 `7 }4 z9 s. O( I6 I - if (@move_state - 1) % 6 == 0 Y6 _9 Y. ]+ [0 R
- @index = (@index - 1 + item_max) % item_max if @index 0
& o* G' C& `1 g0 _! v1 J \; m - end
: S6 w6 D+ X5 g- J" J# B ` - else) X# e4 y {( x5 i1 d) q- o2 O
- @move_state = 00 W4 L) ? a( U- J- s% q% p$ {/ h
- @index = top_index + mouse_which_window
; H7 m6 J% y! `4 t/ E! B' Q9 } - end
! v( |! @# N- R7 R& N: s - ensure_cursor_visible. y9 Q, B C9 b+ ^- I! u
- if @index != last_index
- [8 L7 O5 h- Q2 I7 L j - @savefile_windows[last_index].selected = false
" Y5 x( n, w% d5 q6 {9 c4 j+ D - @savefile_windows[@index].selected = true
4 U2 j) K. \/ |/ C5 i; z/ L - end$ b H$ f# u: z' S5 [5 G& q7 b9 x
- end
+ S( O7 r4 Q+ \& [. ^ - #--------------------------------------------------------------------------( l8 m/ n2 G( V% l+ m* @
- # ● 判断鼠标位于哪个窗口
. n0 C8 L, D2 X* \1 T - #--------------------------------------------------------------------------- r7 m! e, @6 F! B
- def mouse_which_window
/ {0 ]4 G9 N1 ]& ^ ]) y4 w - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y+ k9 } S2 p% | v+ L
- if mouse_y @help_window.height + 14) B( G# |: q2 y( Z
- mouse_row = -1$ V& S6 e) v' f1 a2 c; J2 E
- elsif mouse_y Graphics.height - 14/ V! _) }( E2 v- ]
- mouse_row = -2) R+ r# U- p3 H
- else
, n( ^5 `1 t5 U% Z! W) v - mouse_row = 4 (mouse_y - @help_window.height) $ ?! U5 E: v) ~0 G
- (Graphics.height - @help_window.height)3 x% R5 L3 K( p& [0 m9 @ J+ G
- end7 v/ w" D6 h$ k9 j" _
- return mouse_row
& R! H ]# H$ N7 Q) [ - end3 m/ C$ x7 J) \6 o
- #--------------------------------------------------------------------------$ e7 T4 ^, n! C% E) M8 h6 E* A' ?8 j5 m
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
?3 G ]/ v* B2 H2 A U% }6 |6 | c, `! ` - #--------------------------------------------------------------------------
. ^: b" c$ Q: D* T$ L/ n - def set_mouse_pos
: o n4 K+ \7 i1 @4 ^ - new_x = 40
4 t) e" ^' K* W- r+ L - new_y = @help_window.height + savefile_height (@index - top_index) + 24) w0 T: f* ?3 E3 I& K5 f, y
- Mouse.set_mouse_pos(new_x, new_y)6 Y8 m; N$ K6 X
- end
. ]; u7 n$ q' v, M) l1 @ - end
6 Z: V; H9 L$ m) u) E" _& ^0 ^% { - 4 f1 T3 o- K4 {0 |0 T
- #==============================================================================* @5 _- Z0 f1 |- k) Y Q
- # ■ Game_Event
1 a6 ^5 x6 {- ~4 q! H3 [ - #------------------------------------------------------------------------------
0 ^, S( F A" y4 E1 M) y - # 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。3 I8 W; z7 i3 u2 O. D
- # 在 Game_Map 类的内部使用。
0 C) F9 }+ f0 h! B - #==============================================================================
# ~& c& C$ ]! }, {- y: I. D - class Game_Event Game_Character
c% r% S/ s8 Y - #-------------------------------------------------------------------------- ^/ h% z, C, }1 Q/ y- V" ?1 @
- # ● 事件启动
" `# t7 b: g" R1 D. {# a5 v - #--------------------------------------------------------------------------0 D3 T* T2 @) X( Q
- alias sion_mouse_start start
( o1 V* }% z7 v$ j3 B; x1 V: M - def start
" e0 b& [! I7 B4 `6 r' n - return if mouse_start && !Mouse.press(0x01)
7 q0 A) _) Z' Y3 Z) m5 H8 P - sion_mouse_start' h4 j. P; p& K- ^, K( Q! [
- end
# m8 R6 ^* l( W* c3 y. D8 J - #--------------------------------------------------------------------------7 ] V o& K( s6 q. E% D; k4 m9 \
- # ● 判断事件是否由鼠标启动* |1 ^, g$ c) T9 h1 k
- #--------------------------------------------------------------------------/ Z7 I J R9 I& s, {4 W
- def mouse_start
: n% o3 T8 R+ \7 T0 m. G7 { - return false if empty# G7 ~$ T5 `/ d9 j
- @list.each do index
$ H1 F8 V0 |- `" ~, f( r0 l - return true if (index.code == 108 index.code == 408) &&
5 n0 }6 H# D2 V8 g( A% \ - index.parameters[0].include('鼠标启动')9 |5 m7 x2 _7 r2 D) T% T) S( z
- end& Y. z* [7 C$ I
- return false: u- v- w ~* L2 ]& t5 _
- end! }( I8 d, k4 ^4 K
- end
8 J" Z0 i& n- W7 k! D; d1 t
1 Y) H* c1 N1 `1 X) Q2 \, M: U6 C- ####泥煤的height+ S, H/ ~; m' [# R. @
- # @height = height" S" `9 h1 |7 h% R
- - O% v' E% `4 l8 X* R5 | a d
- class Area_Response7 [" W3 V2 G5 x4 s7 W
- attr_accessor type
- W5 L$ b5 c" H2 _; G$ ~5 w - attr_reader ox: S: H1 ?4 l4 {- G/ N
- attr_reader oy6 I3 ]+ D# l' {
- attr_reader width
7 }( ~1 j8 x9 i8 m/ L+ Q2 u8 ~: n - attr_reader height8 B; R* b2 t8 o& G4 E8 q# i
- attr_reader switch_id
/ {9 S6 ?, [1 y: K8 [; u+ W - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
- C0 ]2 A/ y1 [: h k' P - @type = type5 w0 ]* J7 s* @$ ^
- @ox = ox
2 V2 c& X. U8 K! {" `( H t% F - @oy = oy
' [8 T& j/ o3 a+ U; d1 X - @width = width* N( h% y6 h; H
- @height = height& Q/ v$ l) j- C; R8 g* S
- @switch_id = switch_id# [: G5 B8 O4 h; U- Y, G
- end
6 V# a! O7 T9 X& Q. V - end
6 O) }" M4 {8 O$ T - ; |6 J$ B2 g0 V) C! Y% i! Y0 Y, p
- $area_responses = []: c: [, Y% `" }. O0 p# ~" M' k
D$ C, a4 o/ x9 r) H2 r- class Scene_Map$ J! S! v6 s- B- u+ S) Q
- alias update_mouse_2013421 update_mouse_action
0 c; y* P- r5 F' S; } - def update_mouse_action% t6 V+ Z; R- B# l' A: {
- update_area_response
1 A- U6 Y7 P( y% U/ S - update_mouse_2013421/ I ~. F9 z0 p
- end! m" w% Z, Z$ ^7 ?
- def update_area_response
* H/ Q& \* \, ?; z9 @; k: x" R" ] - responses = $area_responses: q) v9 {% t9 r5 h9 M2 ]- j+ u$ U
- responses.each {response
1 e( l; R! S5 F2 g& ?7 w - ox = response.ox
1 d' A: C9 Z/ x - oy = response.oy
0 t0 t# x; X5 Y6 z& i' q6 I - width = response.width
) h( O+ r; k8 k# N4 c7 U+ I - height = response.height% F7 O; w: k: f8 z- g0 B' D
- switch_id = response.switch_id6 K, A& E& u1 d$ b: T8 Y
- case response.type& d+ ]& ^% O4 N; C# C+ ^+ `$ b; ~! r
- when 03 D( P) b3 M0 _8 T( S% I
- if mouse_in_area(ox, oy, width, height)2 ~- u; Q. A% I3 X; E3 b* b6 y: m8 p* s, \
- $game_switches[switch_id] = true& c- A4 K1 ]5 X) E
- $area_responses.delete(response)
6 J7 F# I+ B) ~; H - end- G/ U5 ~' X% v
- when 1; K: F, D( j+ X4 c; J% G5 p
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)" l k$ J/ W7 O( b
- $game_switches[switch_id] = true+ |3 a* G O0 C$ q% ~% M3 K
- $area_responses.delete(response) n: r# i. Q/ r+ O2 E9 ]
- end
6 M G) `. Z$ L& J# Y - when 2
, V; s, I( L8 {) H$ Q - if mouse_in_area(ox, oy, width, height); B9 R2 E. Y( x# ^# ~8 M+ c
- $game_switches[switch_id] = true5 m2 q. i+ v- i! b. P# Z, c) K
- else
1 N. S$ D% _. h; y - $game_switches[switch_id] = false
1 U$ p* R: b. w9 I! ^ - end
$ Y7 E3 r! s* Q, m+ y8 | - when 3
2 A6 f2 F! L' ~# W! h! U7 C* u - if mouse_in_area((ox - $game_map.display_x) 32 ,: T P2 W3 e$ W2 \$ X V; O' F
- (oy - $game_map.display_y) 32, width, height)5 |8 `: k" Y$ Z4 O2 x& w
- $game_map.events_xy(ox, oy).each {event
3 Y O j, o) n: r+ L - event.start
8 r% l6 }7 o2 x; t" j6 H - $area_responses.delete(response)
' ~6 m7 ^3 o- q9 k+ e4 o2 @ - return
0 n1 Q* V+ m; @( Q" N* A! M - } 5 L. d, U0 o& O# e2 [3 m
- end
- P$ D% l- W4 z% w! [# y! j+ q - when 4% c: l. ?9 f) ?7 `! m
- if mouse_in_area((ox - $game_map.display_x) 32,
1 S! Z, j+ R' v% M$ P" t - (oy - $game_map.display_y) 32, width, height)
. t+ {6 c' L8 O5 b4 Q0 W; C - $game_map.events_xy(ox, oy).each {event
5 ?! i m! |) A3 U2 Q' y - event.start
. J6 H5 v7 E2 j# b4 s* r - return2 x/ c" @* t' c
- }
0 V! t# Q5 l" r1 T. p& \5 a7 A - end
0 H8 J9 H R6 r! ~ - end
r8 }8 g: [ \) Z) S e: U - }8 A' {0 n1 o* g# B1 t
- end; ?+ Q* l `& l0 o# b3 N( M
- def mouse_in_area(ox, oy, width, height)' j, |+ i* |* E- ~2 A5 j) o
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
3 l% y9 J% S8 h# Y - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height, u3 D l* |4 y( z m. R2 V
- end6 y2 o" \5 B v" D
- end
9 b6 l8 @3 R1 h4 k/ Q' H, x7 m - class Game_Interpreter
- i% l- h- R2 p& [2 G/ b; d - def area_response(arg)
) Q9 @, ?6 c4 x) W% E0 h2 } - $area_responses.push(Area_Response.new(arg))$ }7 a* o: ]- j$ H% _; q% `; V L* q
- end, ?% U/ U+ t2 M# Q9 U2 F
- end
& r1 m w0 e0 h/ F6 }9 w T: A
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